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How Big Will VR Be?
This Presentation
• Charting VR and its flavors
• Audience
• Timing
• Size
Guy Bendov - Side-kick Games
• The go-to team for media & tech companies for cutting edge games
• Offices in Newport Beach, CA and Tel Aviv, Israel
• Fueling VR - a mobile VR games publishing house
What is VR ?
• MVP: Media output (audio/video/sensory)
• Promise: Separates you from your current place…
…transports you to another place…
…With additional interfaces and hardware, a VR unit gives you the
feeling of “presence” (VR Nirvana)
2016
High End
Tethered
PC/Console
Runs from
a smart
phone 2015
High End VR Promises “Presence”
• New “reality quality” experiences
• New level of immersion and emotions
• A step toward the coveted “holodeck”
• Affordable with a high-end rig
Mobile VR Promises “Accessibility”
• Low price
• “Big screen” experiences based on an existing small screen device
• New unparalleled media viewing experience for the mass……with
Past success
Consumer Market Interest is High
• Survey by YouVisit with 1,000 adults
• 11% of the respondents had tried VR
• 30% on top of that who said they are interested
• 18% of the 18-24 age group has experienced VR directly
• The “VR interested” group represents a potential market of 86
market of 86 million people in the US
30 Million Virtual Reality Headsets in Use
in N America and EU by 2018
• Roy Taylor, corporate vice president of Alliances for AMD
%80 %50
Timing
Opportunity in Numbers
• The VR hardware market will hit $2.8 billion (£1.8 billion) by 2020
• The virtual reality industry to be worth up to $7 Billion within 5 years
• CAGR of the VR hardware market is expected to be %99 from 2015
to 2020. (BI)
• Content sales will represent more than one-third of total VR revenue
by 2017, and will grow to nearly two-thirds of all VR revenue by 2020
Tractica
• Oculus will sell about 1.5 million headsets in 2016.
• Mobile VR attach rates” may reach 3% in the next five years (Deutsche
Bank )
Games Are #1 Investment Interest
Summary
• Consumers are interested
– Even with current devices
• Hardware and Software co’s see VR as a market driver for new
hardware and software
• Mobile VR will be the first to grow as a media device
• Core gamers will want the “full VR experience”
• First VR game adopters demo is late teens and young adults
– Content and brands needs to be aligned
• Timing for “inflection point” is somewhere in 2017
– Prepare now
• Price points $2-5 for mobile, $ 40-60 for PC/Console
A New Mass Market Frontier
“Each successive generation of technology has
yielded different kinds of experience, and the games
have fundamentally changed.…..
….VR is a reason to care, and it's going to yield this
staggering orgasm of the new. ”
John Riccitiello, CEO of Unity3D, former CEO of EA
Research / References / Read
• Digi Capital
http://www.digi-capital.com/reports/#augmented-virtual-reality
• KZero
http://www.kzero.co.uk/blog/consumer-virtual-reality-market-worth-13bn-
2018/?gclid=CNWtiKrSur4CFYXItAodu2sAow
• Superdata
https://www.superdataresearch.com/blog/global-games-market-2015/
• Newzoo
http://www.newzoo.com/reports/
• Roadtovr
http://www.roadtovr.com/
• Uploadvr
http://uploadvr.com/
Thank you
Guy Bendov
VRGuy at Sidekick.co.il
www.SidekickVRgames.com

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VR market for GI s 15

  • 1. How Big Will VR Be?
  • 2. This Presentation • Charting VR and its flavors • Audience • Timing • Size
  • 3. Guy Bendov - Side-kick Games • The go-to team for media & tech companies for cutting edge games • Offices in Newport Beach, CA and Tel Aviv, Israel • Fueling VR - a mobile VR games publishing house
  • 4. What is VR ? • MVP: Media output (audio/video/sensory) • Promise: Separates you from your current place… …transports you to another place… …With additional interfaces and hardware, a VR unit gives you the feeling of “presence” (VR Nirvana)
  • 6.
  • 7. High End VR Promises “Presence” • New “reality quality” experiences • New level of immersion and emotions • A step toward the coveted “holodeck” • Affordable with a high-end rig
  • 8. Mobile VR Promises “Accessibility” • Low price • “Big screen” experiences based on an existing small screen device • New unparalleled media viewing experience for the mass……with Past success
  • 9. Consumer Market Interest is High • Survey by YouVisit with 1,000 adults • 11% of the respondents had tried VR • 30% on top of that who said they are interested • 18% of the 18-24 age group has experienced VR directly • The “VR interested” group represents a potential market of 86 market of 86 million people in the US
  • 10. 30 Million Virtual Reality Headsets in Use in N America and EU by 2018 • Roy Taylor, corporate vice president of Alliances for AMD %80 %50
  • 12. Opportunity in Numbers • The VR hardware market will hit $2.8 billion (£1.8 billion) by 2020 • The virtual reality industry to be worth up to $7 Billion within 5 years • CAGR of the VR hardware market is expected to be %99 from 2015 to 2020. (BI) • Content sales will represent more than one-third of total VR revenue by 2017, and will grow to nearly two-thirds of all VR revenue by 2020 Tractica • Oculus will sell about 1.5 million headsets in 2016. • Mobile VR attach rates” may reach 3% in the next five years (Deutsche Bank )
  • 13. Games Are #1 Investment Interest
  • 14. Summary • Consumers are interested – Even with current devices • Hardware and Software co’s see VR as a market driver for new hardware and software • Mobile VR will be the first to grow as a media device • Core gamers will want the “full VR experience” • First VR game adopters demo is late teens and young adults – Content and brands needs to be aligned • Timing for “inflection point” is somewhere in 2017 – Prepare now • Price points $2-5 for mobile, $ 40-60 for PC/Console
  • 15. A New Mass Market Frontier “Each successive generation of technology has yielded different kinds of experience, and the games have fundamentally changed.….. ….VR is a reason to care, and it's going to yield this staggering orgasm of the new. ” John Riccitiello, CEO of Unity3D, former CEO of EA
  • 16. Research / References / Read • Digi Capital http://www.digi-capital.com/reports/#augmented-virtual-reality • KZero http://www.kzero.co.uk/blog/consumer-virtual-reality-market-worth-13bn- 2018/?gclid=CNWtiKrSur4CFYXItAodu2sAow • Superdata https://www.superdataresearch.com/blog/global-games-market-2015/ • Newzoo http://www.newzoo.com/reports/ • Roadtovr http://www.roadtovr.com/ • Uploadvr http://uploadvr.com/
  • 17. Thank you Guy Bendov VRGuy at Sidekick.co.il www.SidekickVRgames.com

Notes de l'éditeur

  1. VR is new and exciting but how does it affect your business ? When will it all happen ? What are the first trends to look at ? Will VR be new platform or stay as an accessory to the current main platform ? Participant will be provided with tools and viewpoints f rom market leaders and luminaries to help them strategize internally and adapt their business
  2. Who will be wiling to invest in that ? Who will be able to stomach that ?
  3. Who will be wiling to invest in that ? Who will be able to stomach that ?
  4. Lets look at what market analysts tell us It’s a 22Bn opportunity, softer will be in 2020 will be 1.2bn and mobile, I’ll claim will be at least half of that – a half a billion in 5 years 20-25M headset will be in 2017