Mais conteúdo relacionado Semelhante a VRX Europe VR State of the Industry_SuperData Research_Stephanie Llamas (20) VRX Europe VR State of the Industry_SuperData Research_Stephanie Llamas1. The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
THE STATE OF THE VR INDUSTRY
& THE VIRTUAL CONSUMER
VRX Europe, May 2017
@stephinaners | @VR_Intelligence | #VRXEurope
2. 2
The SuperData Arcade and Player Profile
are the world's most robust and only
cross-plaIorm business intelligence tools
on the worldwide games market.
The Arcade and Player Profile allow users
to:
• Gain a comprehensive overview of the digital games
market, across plaIorms, Mtles and markets.
• Learn beyond the numbers, seeing what players like and
why.
• Create custom queries and segmentaAon across all data and
export to .csv or PDF format for full analyMcal control and
presentaMons.
• Spot opportuniAes early and find out when key compeMtors
struggle to maintain conversion rates and average spending.
• AutomaAcally receive custom data pulls by email as soon as
updates are available.
To arrange a demo, contact Sam Barberie at
sam@superdataresearch.com.
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
3. 3
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
The VR Data Network is the first industry collaboration to quantify and validate the global VR
market.
• Partners include headset makers, developers and ad networks
• Partners get ongoing insights and data to improve strategy
• Reviewing applications now
To apply, visit www.superdataresearch.com/superdata-vr-data-network/
VR Data Network
@stephinaners | @VR_Intelligence | #VRXEurope
4. 4
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
STEPHANIE LLAMAS
VP, Research & Strategy
Head of Immersive Tech Insights
stephanie@superdataresearch.com
@stephinaners
@VR_Intelligence
#VRXEurope
5. THE VIRTUAL REALITY INDUSTRY:
PAST, PRESENT AND FUTURE
5
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
@stephinaners | @VR_Intelligence | #VRXEurope
6. 2016 2017 2018 2019 2020
$1.8B
$4.9B
Consumer software/services
Hardware
6
Virtual Reality consumer revenue by segment: 2016-2020E
Billions of USD, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
7. 2016 2017 2018 2019 2020
$1.8B
$4.9B
Consumer software/services
Hardware
7
Virtual Reality consumer revenue by segment: 2016-2020E
Billions of USD, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
8. 2016 2017 2018 2019 2020
$1.8B
$4.9B
Consumer software/services
Hardware
Total earnings will rise
168% from 2016 to 2017.
8
Virtual Reality consumer revenue by segment: 2016-2020E
Billions of USD, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
9. The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights
9
@stephinaners | @VR_Intelligence | #VRXEurope
10. The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights
10
25%
50%
75%
100%
1960 1970 1980 1990 2000 2010 2020E
Color TV
VCR
PC
Internet
Cell phone
MAJOR U.S. TECHNOLOGY ADOPTION RATES BY HOUSEHOLD
@stephinaners | @VR_Intelligence | #VRXEurope
11. The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights
11
25%
50%
75%
100%
1960 1970 1980 1990 2000 2010 2020E
MAJOR U.S. TECHNOLOGY ADOPTION RATES BY HOUSEHOLD
VR
@stephinaners | @VR_Intelligence | #VRXEurope
12. 2016 2017 2018 2019 2020
Total earnings will rise
168% from 2016 to 2017.
VR soLware revenue will
reach $20B by 2020,
surpassing hardware
earnings for the first Pme.
$1.8B
$4.9B
12
$13.6B
$23.4B
$37.7B
Consumer software/services
Hardware
Virtual Reality consumer revenue by segment: 2016-2020E
Billions of USD, worldwide
Gap of
disappointment
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
13. Oculus Ri]
HTC Vive
PlayStaMon VR
Samsung Gear VR
Google Daydream 0.3M
4.5M
0.8M
0.4M
0.2M
13
Sell-through shipments by headset: 2016
Millions, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
6.3M
2016
14. Oculus Ri]
HTC Vive
PlayStaMon VR
Samsung Gear VR
Google Daydream 0.3M
4.5M
0.8M
0.4M
0.2M
6.3M
2016
14
Sell-through shipments by headset: 2016
Millions, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
15. 15
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
16. 16
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
BARRIER TO ENTRY:
PROACTIVE
CONSUMER
@stephinaners | @VR_Intelligence | #VRXEurope
17. 17
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
BARRIER TO ENTRY:
KNOWLEDGABLE
ASSISTANTS
@stephinaners | @VR_Intelligence | #VRXEurope
18. 18
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
Google
Daydream
Gear VR Gear VR 2 PSVR Oculus Ri] HTC Vive
€899
€499
€379
€129
€58€69
+PC
= €1500+
total
+full rig
+PC
= €1000+
total
+PS4
= €679+
total
BARRIER TO ENTRY:
@stephinaners | @VR_Intelligence | #VRXEurope
19. Oculus Ri]
HTC Vive
PlayStaMon VR
Samsung Gear VR
Google Daydream 0.3M
4.5M
0.8M
0.4M
0.2M
6.3M
2016
170K
781K
375K
95K
64K
19
Sell-through shipments by headset: 2016 vs. 2017E
Millions, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
Q1 2017
1.5M
@stephinaners | @VR_Intelligence | #VRXEurope
20. 6.3M
2016
Oculus Ri]
HTC Vive
PlayStaMon VR
Samsung Gear VR
Google Daydream
3.5M
6.7M
2.6M
0.6M
0.3M
20
Sell-through shipments by headset: 2016 vs. 2017E
Millions, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
2017
13.7M
21. Gaming has become the
primary use for VR, but
LocaPon-based
experiences are gaining
tracPon.
21
Consumer so^ware revenue: 2016-2020E
Billions of USD, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
Other
16%
Video
content
9%
LocaPon-based
33%
Games
42%
2016
$331M
Other
19%
Video
content
11%
LocaPon-based
18%
Games
51%
2017
$1.3B
@stephinaners | @VR_Intelligence | #VRXEurope
22. Gaming has become the
primary use for VR, but
LocaPon-based
experiences are gaining
tracPon.
22
Consumer so^ware revenue: 2016-2020E
Billions of USD, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
Other
16%
Video
content
9%
LocaPon-based
33%
Games
42%
2016
$331M
Other
19%
Video
content
11%
LocaPon-based
18%
Games
51%
2017
$1.3B
@stephinaners | @VR_Intelligence | #VRXEurope
23. Gaming has become the
primary use for VR, but
LocaPon-based
experiences are gaining
tracPon.
Video content will become
the second highest-
grossing soLware segment
by 2020, earning $3.9B.
23
Consumer so^ware revenue: 2016-2020E
Billions of USD, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
Other
16%
Video
content
9%
LocaPon-based
33%
Games
42%
2016
$331M
Other
16%
A_racPons
8%
InteracPve
entertainment
14%
Social media
16%
Video
content
19%
Games
27%
2020
$19.9B
Other
19%
Video
content
11%
LocaPon-based
18%
Games
51%
2017
$1.3B
@stephinaners | @VR_Intelligence | #VRXEurope
24. THE VIRTUAL CONSUMER
24
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
@stephinaners | @VR_Intelligence | #VRXEurope
25. The move to digital
Cord-cu`ers and cord-nevers
Annual percentage of US households: 2014—2019
0%
10%
20%
30%
25
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights @stephinaners | @VR_Intelligence | #VRXEurope
26. The move to digital
Revenue share of full game downloads
Monthly percentage of US retail sales: 2012—2015
Source: publicly reported figures by NPD, SuperData Research.
0%
10%
20%
30%
40%
26
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights @stephinaners | @VR_Intelligence | #VRXEurope
28. 28
The Immersed
Console Player
Male Millennials age 18-24
The Virtual Consumer
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
29. 29
The Immersed
Console Player
Male Millennials age 18-24
The Starstruck
Explorer
Female Millennials age 18-24
The Virtual Consumer
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
30. 30
The Immersed
Console Player
Male Millennials age 18-24
The Starstruck
Explorer
Female Millennials age 18-24
The High-Earning
Virtual Tourist
Males 35 years old and over
The Virtual Consumer
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
31. 31
The Immersed
Console Player
Male Millennials age 18-24
The Starstruck
Explorer
Female Millennials age 18-24
The High-Earning
Virtual Tourist
Males 35 years old and over
The Engaged Mobile
Crusader
Females 35 years old and over
The Virtual Consumer
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
32. 32
The Virtual Consumer
Video games Films/TV Live sports Live music InteracTve
learning
Travel to real-life
desTnaTons
Social Online
shopping
13%16%18%19%20%20%
43%
65%
What VR users plan to do in VR
U.S. VR users 18+ years old
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
34. AUGMENTED + MIXED REALITY
34
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
@stephinaners | @VR_Intelligence | #VRXEurope
35. $37.7B
$23.4B
$13.6B
$4.9B
$1.8B
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights
35
2016 2017 2018 2019 2020 2016 2017 2018 2019 2020 2016 2017 2018 2019 2020
$6.6B
$5.0B
$3.4B
$1.0B$1.0B
$19.9B
$7.4B
$1.9B
$.4B$.0B
Virtual Reality vs. Augmented Reality vs. Mixed Reality
Immersive technology consumer revenue by plaborm: 2016-2020E
Billions of USD, worldwide
The Immersive Market
36. The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights
36
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights
39. 39
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights
THANKS!
@StephiNaners
#VRXEurope
www.superdataresearch.com