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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
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
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
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
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
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
@stephinaners | @VR_Intelligence | #VRX2018State of the XR Industry, VRX EU | © 2018 SuperData Research Holdings, Inc. All rights reserved.
7
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
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.
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
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
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
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
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.
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
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
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.
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
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)
………..……..
………..……..
………..…..
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
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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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