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)
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 )
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
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