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What's in store for XR? The future of VR + AR - VRX Europe 2018

Virtual Reality / Augmented Reality Research and Strategy Specialist
21 May 2018
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What's in store for XR? The future of VR + AR - VRX Europe 2018

  1. State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved. THE FUTURE OF VR/AR VRX Europe MAY 2018 @stephinaners | @VR_Intelligence | #VRX2018
  2. About Us 2 Stephanie Llamas VP of Strategy Head of XR stephanie@superdataresearch.com @stephinaners State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved. @stephinaners | @VR_Intelligence | #VRX2018
  3. About Us 3 We collect data from partners like payment providers, content creators, investors and headset makers to provide market intelligence on the games and immersive media markets. • 271M game transactions • 105M unique gamers • 337K XR user sessions • 62K XR devices • 10K XR survey respondents (U.S. and China) State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved. @stephinaners | @VR_Intelligence | #VRX2018
  4. About Us 4 We collect data from partners like payment providers, content creators, investors and headset makers to provide market intelligence on the games and immersive media markets. • 271M game transactions • 105M unique gamers • 337K XR user sessions • 62K XR devices • 10K XR survey respondents (U.S. and China) Interested in joining our network? Get in touch! stephanie@superdataresearch.com State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved. @stephinaners | @VR_Intelligence | #VRX2018
  5. State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved. 5 Technology is rooted in the past. -Ludwig Mies van der Rohe
  6. 0% 7% 13% 20% 2015 2016 2017 2018 2019 2020 0% 25% 50% 75% 100% 1960 1970 1980 1990 2000 2010 2020 *Includes Google Cardboard-based devices. Sources: Michael Felton, The New York Times; Pew Research Center; Gallup; U.S. Census; SuperData Research Color TV VCR PC Cell phone Internet Virtual Reality Technology adoption rates Share of U.S. households, 1960-2020 VR Adoption State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved. @stephinaners | @VR_Intelligence | #VRX2018 6
  7. @stephinaners | @VR_Intelligence | #VRX2018State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved. 7
  8. 8 VR/AR/MR headset shipments by type 2012-2020 The VR Market @stephinaners | @VR_Intelligence | #VRX2018 1Investment figures include the following investment types: Crowdfunding, seed, angel, Series A/B/C venture rounds or later, acquisitions (excluding Facebook’s purchase of Oculus) and IPO. State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved. M 9M 18M 26M 35M 2016 2017 2018 2019 2020 PC Premium mobile Console Standalones Oculus Go HTC VIVE Focus Lenovo Mirage Oculus Santa Cruz ??? Magic Leap Microsoft Hololens
  9. State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved. 9 -Sean “P. Diddy” Combs It’s all about the Benjamins, baby.
  10. Total earnings will rise 56% from 2017 to 2018. 10 Virtual Reality consumer revenue by segment: 2017-2021 Billions of USD, worldwide State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved. @stephinaners | @VR_Intelligence | #VRX2018 The Virtual Market’s Slow Start 2017 2018 2019 2020 2021 $2.5B $3.9B Consumer software/services Hardware $8.7B $13.4B $17.7B
  11. Total earnings will rise 56% from 2017 to 2018. VR software revenue will equal less than half of hardware over the next 4 years. 11 Virtual Reality consumer revenue by segment: 2017-2021 Billions of USD, worldwide State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved. @stephinaners | @VR_Intelligence | #VRX2018 The Virtual Market’s Slow Start 2017 2018 2019 2020 2021 $2.5B $3.9B Consumer software/services Hardware $8.7B $13.4B $17.7B
  12. 12 Virtual Reality consumer revenue by segment: 2017-2021 Billions of USD, worldwide State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved. @stephinaners | @VR_Intelligence | #VRX2018 2017 2018 2019 2020 2021 $2.5B $3.9B Consumer software/services Hardware $8.7B $13.4B $17.7B The Virtual Market’s Slow Start 2019 = major turning point: revenue will more than double year over year. Inflection point
  13. 13 Virtual Reality consumer revenue by segment: 2017-2021 Billions of USD, worldwide State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved. @stephinaners | @VR_Intelligence | #VRX2018 The Virtual Market’s Slow Start 2019 = major turning point: revenue will more than double year over year. Why? -Cost of devices -Content diversity -Location-based VR 2017 2018 2019 2020 2021 $2.5B $3.9B Consumer software/services Hardware $8.7B $13.4B $17.7B Inflection point
  14. Games 55% LBE 25% Interactive media 7% Other 13% 14 Consumer software revenue: 2017-2021 Billions of USD, worldwide The Virtual Market 2017 $554M Games 53% LBE 17% Social media 7% Interactive media 8% Other 15% 2021 $5.6B @stephinaners | @VR_Intelligence | #VRX2018State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved. Doesn’t not include ad revenue.
  15. State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved. 15 Don’t find customers for your products, find products for your customers. -Seth Godin
  16. 16 Enterprise VR @stephinaners | @VR_Intelligence | #VRX2018 Investment in creators Internal R&D Investment in VR/AR/MR companies Outside investment vs. R&D, $bil State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved. $0.77 $0.80 $0.89 $0.93 $1.1 $8.4 $11.4 $13.6 $16.3 $17.6 2017 2018 2019 2020 2021
  17. 17 How do enterprise end users use or plan to use VR? Enterprise VR @stephinaners | @VR_Intelligence | #VRX2018 63% 41% 37% 37% 34% 27% 15% Training & simulation Product design & engineering Collaborative working Analysis (e.g., data visualization) Marketing & sales Research Other VR Intelligence survey: In which of these areas do you use, or plan to use, VR in your business? State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved.
  18. 34% 31% 24% 16% 16% 11% 32% 42% 81% 70% 12% 8% Showrooms and retail Architecture, Engineering, Construction and Design (AECD) Education Healthcare Manufacturing and Industrial Engineering Other 18 Enterprise VR @stephinaners | @VR_Intelligence | #VRX2018 Supply Demand State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved. Share of VR companies by sector Supply vs. Demand
  19. State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved. 19 Which letter comes before R? V A M (IRTUAL) (UGMENTED) (IXED) ………..…….. ………..…….. ………..…..
  20. 2017 2018 2019 2020 2021 $2.5B $3.9B $8.7B $13.4B $17.7B 20 2017 2018 2019 2020 2021 2017 2018 2019 2020 2021 $1.1B $2.2B $6.5B $10.6B $17.4B $0.1B $0.4B $3.0B $7.6B $14.9B Virtual Reality vs. Mobile Augmented Reality vs. AR/MR Headsets Immersive technology consumer revenue by platform: 2017-2021 Billions of USD, worldwide The Immersive Market State of the XR Industry, VRX EU © 2018 SuperData Research Holdings, Inc. All rights reserved. @stephinaners | @VR_Intelligence | #VRX2018
  21. State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved. From a small seed a mighty trunk may grow. 21 -Aeschylus Stephanie@superdataresearch.com @stephinaners | @VR_Intelligence | #VRX2018
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