Tractica anticipates that these efforts will bear fruit in the coming years, and that combined revenue for head-mounted displays (HMDs), VR accessories, and VR content will increase from $108.8 million in 2014 to $21.8 billion worldwide by 2020, with a compound annual growth rate (CAGR) of 142 percent.
As adoption begins to reach a critical mass, the market intelligence firm forecasts that the industry’s revenue mix will quickly shift from hardware sales to content. Content sales will represent more than one-third of total VR revenue by 2017, and will quickly grow to nearly two-thirds of all VR revenue by 2020, analysts say.
“The stakes are high for VR given the huge amount of money invested in the industry by some of the world’s biggest companies,” principal analyst Craig Foster said. “Getting users to experience VR technology firsthand, and therefore truly understand its potential, remains a challenge, but the emergence of mobile VR solutions is helping. Even so, some observers strongly believe that anything requiring the user to wear a cumbersome device will ultimately fail. Consequently, industry players continue fine-tuning their products so as not to muddy the water for all involved.”
Tractica’s report, “Virtual Reality for Consumer Markets,” provides a comprehensive analysis of the market dynamics, technology issues, and competitive landscape for consumer VR hardware and content. The report features global market forecasts for annual unit shipments and associated revenue during the period from 2014 through 2020. An Executive Summary of the report is available for free download on the firm’s website.
As adoption begins to reach a critical mass, the market intelligence firm forecasts that the industry’s revenue mix will quickly shift from hardware sales to content. Content sales will represent more than one-third of total VR revenue by 2017, and will quickly grow to nearly two-thirds of all VR revenue by 2020, analysts say.
“The stakes are high for VR given the huge amount of money invested in the industry by some of the world’s biggest companies,” principal analyst Craig Foster said. “Getting users to experience VR technology firsthand, and therefore truly understand its potential, remains a challenge, but the emergence of mobile VR solutions is helping. Even so, some observers strongly believe that anything requiring the user to wear a cumbersome device will ultimately fail. Consequently, industry players continue fine-tuning their products so as not to muddy the water for all involved.”
Tractica’s report, “Virtual Reality for Consumer Markets,” provides a comprehensive analysis of the market dynamics, technology issues, and competitive landscape for consumer VR hardware and content. The report features global market forecasts for annual unit shipments and associated revenue during the period from 2014 through 2020. An Executive Summary of the report is available for free download on the firm’s website.