jueves, 3 de septiembre de 2015



If the performance of large purchases of some technology giants like Facebook and acquisition Oculus Rift, or the efforts of the leading brands of mobile technology in the direction of creating virtual points (Samsung, HTC) or the interest of large giants film industry is not a sufficient indicator of where the target market of virtual reality; forecasts of the market for the sale of hardware and software are devastating, according to a study by KZERO.

Market virtual reality; indeed exponential

In the coming years will be an increase in both virtual devices and applications to their reality, because, as often happens in many cases, the content is driving these devices, who have joined us today, whether smartphones, garments, etc.

The main consumers of virtual reality can be divided into three main groups:

- Gamers

- In the early adopters

- Early Majority


In the column, where we see the consumption of the three main groups, sales of 200k units sold in 2014 are. The year in which this technology is beginning to emerge, thanks to purchases and development, which were discussed earlier in this article with the big players. Since 2015, sales are expected, 5.7 units are 23,8M in 2018. We talked about the cumulative total between 2014 and 2018, 56.8 million units sold virtual reality.

Virtual reality
Branch points out that almost all of these devices will be as virtual reality goggles; Oculus Rift, Samsung gear, cardboard, Durovis Dive or new models that appear on the market. The average price of these points is about $ 300 in 2014 and a decrease of $ 50 a year is not expected until 2018 (fall fruits market competition).

The revenue of the devices sold in 2014 can be seen in the following table, where sales increased in 2015 and $ 1,400 million compared to 2014, due to the forecast of 5.7 million units purchased. In the graph below, we see a gradual increase year by year, resulting in a cumulative 2014-2018 million $ 8400, significantly more than when it is added to the contents.


The contents of the virtual reality

The real engine of the exponential growth in sales of devices are content. Virtual reality applications, and 360 video games are the type of content that will be consumed in these devices and VR that will make more people in different markets to purchase new units. To calculate the revenue forecasts for this concept has created a forecast for the current user (assuming that one device has more than one user).


This graph shows that revenues in 2014 were approximately $ 30 million based on a 600K active users. This is expected to increase to $ 947 million in 2015 to 15.7 million active users. Note that this year, Facebook and YouTube have announced their platform will support video in 360 one of the key maintenance work on virtual reality.

Total turnover for 2018 is estimated in the content, it is $ 2,800 million more than 47.6 million polzovateley.Nakaplivaetsya in the coming years, until 2018, $ 7,700 million in content.

To summarize and understand the graph only the income that will provide the market of virtual reality in the coming years, we attach to this graph, we see total sales between devices and content throughout the consumer market,


Estimates of the market and how much involved in this technology shows that virtual reality will become compulsory in daily consumer content digital content. If you have not had contact with virtual glasses and want to experience its potential contact us. Two agency Reality virtual reality, which has more than eight years developing content augmented reality and virtual immersion.






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