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Virtual Reality Markets
OverviewJuniper Research’s latest Virtual Reality research provides in-depth analysis of VR across a wide range of industry segments. It provides a clear future roadmap for VR technologies and business models, and gives extensive market forecasts highlighting the key opportunities in the sector, split by:
  • PC-based VR
  • Console-based VR
  • Smartphone-based VR
  • VR Peripherals
  • 360˚ Cameras

Key Features

  • Trend Appraisal: Strategic review of the most important trends and opportunities.
  • Business Models: Discussion of the emerging business models and growing stakeholder investments, informed by interviews with key players:
    • HTC
    • Jaunt
    • Leap Motion
    • Razer
    • Sixense
    • The Virtual Reality Company
    • Virtuix
  • Key player capability and capacity assessment, together with vendor market positioning Leaderboard.
  • Juniper Disruptors & Challengers Quadrant, discussing 11 emerging VR technology companies.
  • Benchmark industry forecasts for the following key consumer VR sectors:
    • VR HMD (Head Mounted Display) Hardware
    • VR User Accessories
    • 360˚ Cameras
  • Benchmark industry forecasts for the revenue opportunity across following key content markets:
    • VR Games
    • VR Multimedia
    • VR Gambling

Key Questions

  1. How is VR developing across different industry verticals?
  2. What technologies need to emerge to make this technology truly mainstream?
  3. What business models will succeed in this expanding ecosystem?
  4. What forms of content will prevail in this new market?
  5. Who are the main players in VR and what are their strategies?

Companies Referenced

Interviewed: HTC, JauntVR, Leap Motion, OSVR (Open-Source Virtual Reality), Razer, Sixense Entertainment, Virtuix Omni, VRC (The Virtual Reality Company).
Profiled: Epic Games, Google, HTC, Leap Motion, Oculus, Razer, Samsung, Sixense Entertainment, Sony, VRC (The Virtual Reality Company).
20th Century Fox, ABC News, Acer, Alibaba, Alienware, Alphabet, Altspace VR, Amazon, AMD, American Museum of Natural History, ASUS. AVADirect Custom Computers, Avegant, Baofeng Group, Best Buy, Bubl Technology, CCP, Chair Entertainment, China Media Capital, Chinon Industries, Climax Studios, CNN, COLOPL, Dassault Systèmes, D-BOX, DeePoon, Dell, DICE, Dick Smith, EA (Electronic Arts), Elle, Ernst & Young, Evolution Media Partners, Explore Technologies, Eyefluence, Facebook, Fove VR, FOX Sports, Fusion Media, Game Developers Conference, GnomeMagic Lab, GoPro, HBO/Golden Boy, Hero Entertainment, Hewlett-Packard, Houghton Mifflin Harcourt, IMAX, Immersv, Improbable, InStyle, Intel, Ion Virtual Technology Corporation, Kickstarter, Kodak, LeapFrog Enterprises, Live Nation, Livescribe, MakeVR, Matterport, Microsoft, Mindmaze, MinorityVR, Namco Bandai Games, NBC Sports, nDreams, NetEase Games, New York Times, Newegg, NexVR, Nod Labs, Nokia, NVIDIA, One Caring Team, Otherside Entertainment, PBS, Pfizer, Planetary Society, PwC, QIHOO 360, Reload Studios, Resolution, Rocksteady Studios, RSA Films, Sensics, Seven West Media Limited, Shanghai Media Group, Shapeways, Shenzhen Virtual Reality Technology, Shunwang, Sidekick VR, Six Flags Entertainment Corporation, Softkinetic, Starbreeze, StrataCom, Studiotronics, Sundance, Surreal Vision, Tencent, The North Face, The Third Floor, Thinkingbox, Turbo Button, Turner Sports, Ubisoft, United Airlines, Valve, Virtual Reality Venture Capital Alliance, Virzoom, Walt Disney Company, Warner Bros, Weta Digital, YI Technology, YouTube.

Data & Interactive Forecast

The new Virtual Reality forecast suite includes:
  • Market data splits for 8 key regions, and 6 countries including:
    • Canada
    • Germany
    • Japan
    • South Korea
    • UK
    • US
  • Market data splits for 5 key hardware verticals:
    • Console-based VR HMDs
    • PC-based VR HMDs
    • Smartphone-based VR HMDs
    • VR user accessories
    • 360-degree cameras
  • Market data splits for 3 key content segments:
    • VR Games
    • VR Multimedia
    • VR Gambling
  • Access to the full set of forecast data of 92 tables and over 9,000 data points.
  • All verticals include forecasts for consumer adoption rates and installed base.
  • Hardware shipments and revenue are given for HMDs and VR peripherals.
  • Software revenue is split by pay-to-access and in-app purchase models, and gross wager and win is provided for VR gambling.
Juniper Research’s highly granular interactive excels enable clients to manipulate Juniper’s forecast data and charts to test their own assumptions using the Interactive Scenario Tool; and compare select markets side by side in customised charts and tables. IFxls greatly increase clients’ ability to both understand a particular market and to integrate their own views into the model.

Research Options

All research reports now come with an enterprise-wide licence

Virtual Reality Markets: Hardware, Content & Accessories 2016-2021

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Juniper’s Virtual Reality research is an essential guide to all elements of the consumer VR market. It provides insight into the driving forces behind the VR boom, analysis of current and emerging business models and discusses key player strategies.
The research suite includes:
  1. Executive Summary & Core Findings. Top-level report summarising key trends, competitive analysis and market forecasts, allied to a series of key takeaways and strategic recommendations for C-level executives (PDF).
  1. Market Trends & Competitive Landscape - Strategic analysis of market dynamics, drivers and trends, together with service provider capability assessment and Juniper Leaderboard (PDF)
  1. Market Sizing & Forecasts – Regional and sector prospects analysis together with five year forecasts for key metrics, including adoption across multiple segments and hardware and software revenues (PDF).
  1. Interactive Forecast Excel – Highly granular dataset comprising more than x data points, allied to What-If Analysis tool giving user the ability to manipulate Juniper’s data (Interactive XL).
Download a summary of the table of contents and forecasts above, or request a detailed list of every table and chart via

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Research Details

Joe Crabtree, James Moar
Enabling Technologies
8 Key Regions - includes North America, Latin America, West Europe, Central & East Europe, Far East & China, Indian Subcontinent, Rest of Asia Pacific and Africa & Middle East
Canada, Germany, Japan, South Korea, UK, USA

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