Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.
Loading in …3
×
1 of 17

VR market for GI s 15

5

Share

virtual reality VR market mapping radar and predictions for gaming insiders 2015 #gi #gi15 #vr vive rift oculus gearvr sony merge cardboard

Related Books

Free with a 30 day trial from Scribd

See all

Related Audiobooks

Free with a 30 day trial from Scribd

See all

VR market for GI s 15

  1. 1. How Big Will VR Be?
  2. 2. This Presentation • Charting VR and its flavors • Audience • Timing • Size
  3. 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. 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)
  5. 5. 2016 High End Tethered PC/Console Runs from a smart phone 2015
  6. 6. 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
  7. 7. 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
  8. 8. 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
  9. 9. 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
  10. 10. Timing
  11. 11. 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 )
  12. 12. Games Are #1 Investment Interest
  13. 13. 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
  14. 14. 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
  15. 15. 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/
  16. 16. Thank you Guy Bendov VRGuy at Sidekick.co.il www.SidekickVRgames.com

Editor's Notes

  • 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
  • Who will be wiling to invest in that ?
    Who will be able to stomach that ?
  • Who will be wiling to invest in that ?
    Who will be able to stomach that ?
  • 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
  • ×