The KZero Virtual Reality Radar Chart shows the key growth areas for consumer take-up of VR. We have identified 12 key sectors and show the adoption years for each sector.
6. Virtual
Reality
Radar
Chart
Explained
Sectors:
We
have
identified
12
key
consumer
sectors
where
we
believe
there
will
be
commercial
activity.
Each
sector
shows
the
year
when
they’ll
be
initial
consumer
take-‐up
/
product
launches.
VW
/
MMO
Ports:
Existing
browser/monitor
based
virtual
worlds
and
MMOs
ported
over
to
virtual
reality.
Gambling:
Casinos
and
other
gambling
activities.
Sports:
Passive
and
active
sports
simulates
in
virtual
reality.
Social
Worlds:
Avatar-‐based
virtual
worlds
based
around
socialisation.
LifeLogging:
Virtual
reality
being
used
as
the
output
channel
with
augmented
reality
being
the
input.
7. Virtual
Reality
Radar
Chart
Explained
Adult
Themes:
Virtual
reality
concepts
for
adult
users.
Education
/
Training:
Virtual
reality
applications
for
consumer
training
and
education
purposes.
UGC:
Virtual
reality
worlds
based
on
User
Generated
Content.
Casual
/
Puzzle
Games:
Simple
games
based
around
casual
and
puzzle
games.
Simulation
Games:
Non-‐VW
based
first
person
simulation
games.
New
Concept
MMOs/VWs:
Brand-‐new
VW
and
MMO
concepts
created
specifically
to
exploit
the
features
of
virtual
reality.
Mirror
Worlds:
Virtual
reality
applications
based
on
re-‐creating
real-‐
world
places.
20. Further
Information
Virtual
Reality
News
Weekly:
Read
our
weekly
email
covering
the
Consumer
Virtual
Reality
marketplace.
Sign-‐
up
at
kzero.co.uk/virtual-‐reality/.
State
of
the
Market
full
report:
Order
the
full
KZero
consumer
virtual
reality
report
from
kzero.co.uk/insight-‐
research/
Virtual
Reality
Market
Sizing
presentation.
Order
the
full
KZero
consumer
virtual
reality
market
sizing
and
revenue
report
from
kzero.co.uk/insight-‐research/
Twitter:
twitter.com/KZeroWorldswide
Facebook:
facebook.com/KZeroWorldswide