the rise of virtual reality
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THE RISE OF VIRTUAL REALITY
Whitepaper
1 THE RISE OF VIRTUAL REALITY
1.1 Introduction
The concept of a VR (virtual reality) or virtual world has long been the
subject of visionary thought and the last few decades have seen
numerous attempts to commercalise the technology. However the
industry has not yet taken off.
Throughout the 1990s VR became increasingly popular, yet with the
technology not quite developed enough to match the media hype, the
industry died down.
Defined as a computer generated artificial reality, VR is the simulation of
a three dimensional image or enviroment that can be experienced and
interacted with, most commonly through stereoscopic goggles.
With the advances in techology and the corresponding growth in interest
from major key players, VR is now in a position where the market can
finally take off. The technology is poised to transform the entertainment
industry over coming years, whilst holding promising potential to quickly
expand into other markets such as industrial and healthcare.
1.1.1 Definition of VR
The difference between VR and AR (Augmented Reality) is immediately
apparent as VR transports the user to an entirely computer-generated
world, where visual perception of the physical world is lost.
Indeed, the fact that AR requires interaction with the physical world
makes the technology, in some senses, more complex than VR, given
that the latter leverages data from a pre-determined world, while AR must
gather and process data from a dynamic world.
Juniper defines VR as:
‘Virtual Reality leverages pre-determined audio and visual
data from a digital source, using specific software and
hardware to create an interactive and artificial
environment for the user.’
1.2 The Development of VR by Industry
1.2.1 Console Games
The games industry is expected to be the driving force behind the initial
development of the VR market. The major developers are all primed for
the entertainment industry and the success of future applications is likely
to fan out from the device penetration as provided by the games market.
Consequently Juniper expects the most significant development of VR
within the forecast period to be in the games market.
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Figure 1: Project Morpheus Demonstration at GDC 2015
Source: Sony via PCPro.co.uk
1.2.2 The Film Industry
While games are likely to be the main driving force of VR, potential
opportunities for the film industry are also likely to be a major part in the
initial development of the technology. On a basic level, various cinema
applications already allow traditional formats to be watched in the
cinematic experience of VR.
However, as with game adaptations, these are likely to suffer from a
novelty factor and merely provide a bridge between these traditional
formats and purpose-built VR films.
Figure 2: Welcome to Aleppo Screenshot
Source: Ryot YouTube
1.2.3 Adult Entertainment
Another emerging sector of the VR ecosystem is the potential for the
adult market. Porn industry representatives believe that VR is still very
much in its development stage and will not see large-scale uptake during
our forecast period. However, work is currently underway to shoot VR
porn, as well as to apply it to up-coming devices such as Red Light
Center developed by Utherverse, designed for Oculus Rift and debuted at
the AVN Expo. A handful of websites are currently also devoted to
producing hard core content for VR headsets.
1.2.4 Gambling
While Juniper feels VR is still a few years away from being perfected, we
have already seen entrants from the gambling market in the market,
providing an insight into the future prospects for gambling applications.
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Figure 3: William Hill’s VR Racing
Source: William Hill
1.2.5 Industries beyond the Consumer Sphere
Beyond consumer applications, VR is beginning to show potential in
many other areas, with a major footing in applications such as military
training, and offering opportunities to areas such as medical and even
nuclear facilities.
1.3 VR HMD Shipment Forecast Summary
Juniper Research forecasts that wearable VR HMD (Head Mounted
Display) shipments will approach 30 million globally by 2020, compared
to just over 3 million in 2016.
Our research observes that with technological advances, such as low
latency and smarter graphics, coupled with the corresponding growth in
interest from major players, VR is now in a position where the market can
finally take off. The technology is poised to transform the entertainment
industry, including games and video, over the next few years, whilst
offering the potential to quickly expand into other markets such as
industrial and healthcare.
Far East & China will witness increased development and production
activities, driven by a sharp rise in consumer demand.
Hardware retail revenue from VR HMD headset sales will exceed
$4 billion by 2020.
Figure 4: Number of VR HMD Devices (m), Split by 8 Key Regions – 30 Million
Source: Juniper Research
North America Latin America West Europe
Central & East Europe Far East & China Indian Subcontinent
Rest of Asia Pacific Africa & Middle East
4 THE RISE OF VIRTUAL REALITY
Order the Full Research
Virtual Reality: Market Dynamics & Future Prospects 2015-2020
Juniper’s Virtual Reality Insights research report provides a
comprehensive analysis of the developments in the VR industry across
multiple verticals. The research delivers an authoritative view on the
current market landscape and the future roadmap for VR.
Key Features
Provides an in-depth analysis into the current forces driving the VR
(Virtual Reality) market.
Strategic review of the most important trends and opportunities in the
rapidly evolving VR marketplace.
Investigates key industry hurdles, such as technological difficulties and
ethical challenges.
Juniper Road Mapping of VR: Now, Near Future & Far Future
Opportunities.
Comprehensive market forecast set, projecting the size and value of
VR headsets.
What’s in this Research?
Juniper Research's latest Virtual Reality Insights Research report
evaluates the key developments in this fast growing market, including an
in-depth discussion of key market challenges and future growth drivers.
The research suite is delivered in PDF format and includes:
Key Trends and Market Developments – discusses sector dynamics
allied to a series of strategic recommendations for players across the
value chain.
Future Outlook and Road Mapping – investigates key market
opportunities for stakeholders alongside a number of case studies.
Market Sizing and Forecasts – 5 year forecasts for VR headset
shipments, installed base and hardware retail revenue.
Publications Details
Publication date: September 2015
Authors: Nitin Bhas & Joe Crabtree
Contact Jon King, Sales & Marketing Manager, for more information:
Juniper Research Ltd, Church Cottage House, Church Square,
Basingstoke, Hampshire RG21 7QW UK
Tel: UK: +44 (0)1256 830001/475656 USA: +1 408 716 5483
(International answering service) Fax: +44(0)1256 830093
http://www.juniperresearch.com