Consumer Virtual Reality – State of the Market report
The Consumer Virtual Reality sector is gaining momentum and 2014 will be the year we see the first devices made available to the public. Of course, VR is a technology that has been around for a little while but more within the enterprise and military sectors. With gaming companies looking for the next competitive edge and other newer companies raising funding to open up the consumer market, expect a lot of activity in the Consumer Virtual Reality Device sector this year.
And it’s not just the devices (hardware) that will enter the market. An emerging ecosystem of supporting companies – game developers, body/motion tracking start-ups and last but not least players will be diving into the consumer VR space.
We’re been hard at work for a while now gathering our thoughts and insight into consumer VR and our new report: Consumer Virtual Reality – the State of the Market is now available to order.
The report is aimed at C-level execs, marketers and IP owners looking to enhance their knowledge and understanding of the consumer virtual reality market and lays-out the key fundamentals of the space.
The report contains the following sections:
- Basics: Explaining the fundamentals of VR. Metaverse roadmap.
- Technologies: VR, Augmented Reality and LifeLogging.
- Major Players: Developers and segments.
- Gaming / app sectors and concept examples.Timings to market. Radar chart.
- Market sizing: Hardware/software sales, active users and revenues.