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Virtual Reality Markets
OverviewJuniper Research’s latest Virtual Reality research provides in-depth analysis of the VR industry across the whole value chain; covering both software and hardware. It identifies key trends and opportunities in the space for a range of players, with extensive market forecasts highlighting key opportunities in the sector, split by:
  • PC-based VR
  • Console-based VR
  • Smartphone-based VR
  • Standalone VR
  • VR Content & Apps
  • VR Consumer Peripherals & 360° Cameras
This research suite includes:
  • Deep Dive Strategy & Competition (PDF)
  • 5-Year Deep Dive Data & Forecasting (PDF)
  • Executive Summary & Core Findings (PDF)
  • 12 months' access to harvest online data platform

Key Features

  • VR Market Landscape Assessment: Strategic review of the VR ecosystem, split by mobile VR, console-based VR and PC-based VR. It evaluates key player activities, notable hardware launches and shipment analysis.
  • Sector Technology Impact Analysis: Analysis of future VR prospects across 8 key vertical markets including:
    • Advertising
    • Education
    • Games
    • Multimedia
    • Real Estate
    • Retail
    • Tourism
    • Training
  • Benchmark Industry Forecasts: 5-year forecasts provided for the VR market:
    • Adoption, shipments and hardware revenues for VR headsets and accessories;
    • Adoption and revenues for VR content including games, multimedia and VR gambling.
  • Juniper Leaderboard: Key player capability and capacity assessment of 14 VR technology vendors, including:
    • DPVR
    • FOVE
    • Google
    • HTC
    • Jaunt
    • Lenovo
    • Microsoft
    • Next VR
    • Razer
    • Oculus
    • Samsung
    • Sony Interactive Entertainment
    • Unity
    • Xiaomi
  • VR Disruptors & Challengers: A VR Disruptors & Challengers Quadrant that assesses 11 innovative VR market players, aligned with strategic recommendations.

Key Questions

  1. How can stakeholders grow their VR business?
  2. How can hardware vendors increase their sales revenue?
  3. How will the VR market evolve over the next 5 years?
  4. Which VR platforms are set to experience the biggest growth?
  5. Who are the main players in VR and what are their strategies?

Companies Referenced

Interviewed: Digital Domain, Sixense, Somewhere Else.
 
Profiled: DPVR, FOVE, Google, HTC, Jaunt VR, Lenovo, Microsoft, Next VR, Oculus, Razer, Samsung, Sony, Unity Technologies, Xiaomi.
 
Included in Disruptors & Challengers Quadrant: Admix, Digital Domain, Immersive Media, InstaVR, LittlStar, Mandt Media, MelodyVR, nDreams, Sixense, Somewhere Else, The VRC (Virtual Reality Company). 
 
Mentioned: 3D bobo, 8i, ABC, Acer, Adidas, Alibaba, Alienware, Alphabet, AMD, American Express, American Museum of Natural History, Apple, Asus, BMW, Booking.com, Budweiser, Canal+, CBS, CCP, China Mobile, Climax Studios, Comcast, Common Sense Media, Creative Technology, Damai VR, Dassault Systèmes, Dell, Digital Monarch Media, Discovery Channel, Disney, Dubai Airports, Electronic Arts, Euronics, Expedia, ExxonMobil, Facebook, Fiat, GE (General Electric), Global Virtual Reality Association, Hilton Hotels, Houghton Mifflin Harcourt, HP, Huawei, HyperReal, ICC (International Champions Cup), Immersive Education, Intel, Jeep, Kickstarter, KMPG, Land Rover, Lexus, LG, London Heathrow, Magic Leap, Marriott Hotels, Marvel Studios, Mercedes-Benz, MinorityVR, Mission 828, Motorola, Multiplay, NASA, National Geographic, NBA (National Basketball Association), NBC, NetEase Games, NextBit, Nickelodeon, Nintendo, Nissan, NTT DATA, NVIDIA, OpenXR, OSVR, Otherside Entertainment, Ouya, Palace Museum, Beijing, Pandora Media, PBS, PC Gaming Alliance, Penumbra, Planetary Society, ProCore Tools, Qiy, Qualcomm, Red Bull, Renault, Resolution, Rocksteady Studios, Sensics, Seven Network, Shunwang, Six Flag Entertainment, Sydney.com, SyFy, Syntrand, TechnoBlood, Tesla, The Economist, The Wild Immersion, Three, THX, Toshiba, Toyota, TUI, Turbo Button, Ubisoft, Universal Studios, Unreal Engine, Valve, VR HotCast, VRginners, Warner Bros, Wimbledon Tennis, WWE, WWF, XYZ Films, YouKu, ZTE.
 
 

Data & Interactive Forecast

Juniper’s latest Virtual Reality Markets forecast suite includes:
 
  • 5-year benchmark forecasts for key metrics by 8 key regions and 7 country level splits including:
    • Canada
    • China
    • Germany
    • Japan
    • South Korea
    • UK
    • US
  • Adoption, Shipments, ASPs (Average Selling Price) and Sales Revenues from VR Headsets, split by platform:
    • Console-based VR
    • PC-based VR
    • Smartphone-based VR
    • Standalone VR
  • VR content adoption and revenues forecast for:
    • Console-based VR games
    • PC-based VR games
    • Mobile VR games
    • VR multimedia apps
    • VR gambling wagers and returns
  • VR data forecasts, split by:
    • Tethered VR
    • Untethered VR
  • Access to the full set of forecast data of 160 tables and over 16,000 datapoints.
  • Interactive Excel Scenario tool allowing users the ability to manipulate Juniper’s data for 10 different metrics.
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.

Full Research Suite

Date
Price

Full Research Suite

Juniper’s Virtual Reality research is an essential guide to all elements of the VR market. It provides insight into the driving forces behind the VR boom, analysis of current and emerging hardware and software markets, discusses gaps in the ecosystem and provides an outline and positional analysis of the top hardware and software players in the space. Includes PDF Strategy, Summary and Forecasting reports, interactive forecast Excel, and 12 months' access to harvest online data platform.

Annual Service

$5527

€4798

£4090

Research Details

Publisher:
Juniper
Published:
15/01/2019
Author(s):
Sam Barker
Category:
Innovation & Disruption
Regions:
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
Countries:
Canada, China, Germany, Japan, South Korea, UK, USA

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