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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.

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Virtual Reality Markets: Market Sizing & Forecasting 2016-2021

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Juniper Research delivers benchmark forecasts on the VR market, with our analysis covering the core hardware formats as well as content and accessories. The key areas include:
  • Console-based VR
  • PC-based VR
  • Smartphone-based VR
  • VR Peripherals
  • VR Content
Backed by expert analysis and commentary from our analysts, these forecasts use a robust forecasting model to determine the likely growth of the user base and the accompanying market revenues.
Provided in a PDF report and an interactive XL spreadsheet.
The forecasts include:
  • Adoption rates & installed base – Console-based HMDs, PC-based HMDs, Smartphone-based HMDs, VR User Accessories, 360-degree cameras, VR games, VR multimedia, VR gambling.
  • Hardware shipments - Console-based HMDs, PC-based HMDs, Smartphone-based HMDs, VR User Accessories, 360-degree cameras.
  • Hardware revenues - Console-based HMDs, PC-based HMDs, Smartphone-based HMDs, VR User Accessories, 360-degree cameras.
  • Pay-per-download uptake and revenues - VR games, VR multimedia.
  • In-app purchase uptake and revenues - VR games, VR multimedia.
  • Annual wager and gross win – VR gambling.
Download a summary of the 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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