virtual reality 2018 markit... · 2018. 2. 2. · confidential. © 2017 ihs markittm.all rights...
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Confidential. © 2017 IHS MarkitTM. All Rights Reserved. Confidential. © 2017 IHS MarkitTM. All Rights Reserved.
Virtual Reality 2018 Location-based VR promotes high-end headsets
January 2018
Confidential. © 2017 IHS MarkitTM. All Rights Reserved.
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World VR headset installed base forecast is 78million by 2021
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78
0
10
20
30
40
50
60
70
80
90
2014 2015 2016 2017 2018 2019 2020 2021
World VR Headset Installed Base (m)
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PS VR stands out of the high-end headsets
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1
2
3
4
5
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Sony PSVR Oculus Rift HTC Vive Samsung GearVR
GoogleCardboard
GoogleDaydream
World VR Headset sales volume by brand (m)
2016
2017
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Headsets sales comparison in Asia and West
Gear VR
HTC
PS VR
PS VR
Gear VR
Other
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Smartphone VR holds a significant volume advantage
0
10
20
30
40
50
60
70
80
90
2014 2015 2016 2017 2018 2019 2020 2021
World VR Headset Installed Base by Platform (m)
Mobile PC Console Standalone
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Standalone headsets find traction from 2018 onwards
0
2
4
6
8
10
12
14
2014 2015 2016 2017 2018 2019 2020 2021
China VR Headset Installed Base by Platform (m)
Mobile PC Console Standalone
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Standalone headsets break through BtoC segments
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Source: HTC
https://www.vive.com/cn/product/vive-focus-en/
Source: Engadget
https://www.engadget.com/2018/01/08/oculus-
gets-xiaomi-to-make-its-first-standalone-vr-
headset//
Source: Pico
https://www.picovr.com/pico_neo.html/
B to C B to B
Source: HTC
https://www.vive.com/cn/product/vive-pro//
Source: Deepoon
http://www.dpvr.cn/
Source: Pimax
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VR Games
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VR Games outperform other sectors to driver content spend growth
0
500
1000
1500
2000
2500
3000
2014 2015 2016 2017 2018 2019 2020 2021
World VR Games Spend Forecast ($m)
Games Video
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Games will drive mobile VR content spending
0
200
400
600
800
1000
1200
2014 2015 2016 2017 2018 2019 2020 2021
Sp
en
d (
$m
)
World Smartphone VR app store spend by category
Games Other Apps and experience
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Best strategies for in-home content monetization remain unclear
• Premium monetisation dominates VR games and experiences at present.
• Questions remain:
>Does IAP work for VR content?
>Does advertising work in VR?
>Will subscription work with VR?
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Some $1m+ sellers! However, profitable ROI is exception to the rule at this stage
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• Premium software sales volume
expectation for releases today:
>PSVR - 5k to 500k
>Daydream – 1k to 50K
>Valve’s Steam – 1k to 200k
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Location-based VR
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Location-based VR venue numbers and forecasts
0
5000
10000
15000
20000
25000
2016 2017 2018 2019 2020 2021 2022
World Location-based VR venues
China 82%
Asia Pacific ex China
8%
North America 4%
Europe 4%
South and Central America
1%
Middle Ease and Africa
1%
Regional Share of Location-based VR venues 2017
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Location-based VR entertainment – Type of offerings
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VR arcades/centre
s delivered from existing businesses
Standalone VR arcades/centres
Existing attractions with
added VR
Asia West
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Location-based VR venue forecast by venue type
0
200
400
600
800
1000
1200
2016 2017 2018 2019 2020 2021 2022
Location-based VR market forecast ($m))
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Location-based VR value chain examples comparison
Content IP owner
VR solution VR hardware Environment
design & build
1st party or partner venue
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Content IP owner
VR solution VR
hardware
Environment design &
build
1st party or partner venue
Value chain example: The Void.
Green boxes are fully controlled
by operator.
Value chain example: Mix VR.
Green boxes are fully controlled
by operator.
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Key companies in the supply chain
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IMAX
Sony VRcade
Worldwide ex. China location-based VR key players
VR
arcade/venue
operators
Location-based VR
solution vendors VR headsets
Adores Disney
Namco Bandai
AMC
Sega Sammy
Merlin
Six Flags Zero
Latency The Void
HTC NomadicVR
Dreamscape
Immersive
SpringboardVR
VRstudios
Razer
OSVR
Oculus
Samsung
Starbreeze
SoReal
Sony 87870
China location-based VR market key players
EMAX
ShenLinQiJing
Leke VR
VR
arcade/venue
operators
Location-based VR
solution vendors VR headsets
3Glasses
HTC
DeePoon
AntVR Nibiru
The Choice
AllinPlus
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VR: Key trends shaping the consumer market
Windows Mixed Reality: Microsoft’s platform play for immersive
computing comes to market. The biggest PC OEMs are set to enter
the market including Dell, HP, Acer, etc
Standalone VR headsets: PC VR headsets companies offers
additional standalone devices to approach BtoC segment.
Xbox One X: The new version will not support VR until at least end
of 2018 leaving Sony’s PSVR a monopoly in the console space.
Samsung Gear VR: Company’s support of Google’s Daydream
brings Gear VR strategy into the spotlight
Google Daydream and View: Daydream’s impact on mobile VR
market limited by component shortages. Standalone/All-in-one
Daydream-based headsets are on the way.
Content trends: Big IP, exclusives, monetisation strategies, cloud-
based services, multiplayer titles, 180 video, and streamed video.
Location-based VR: China location-based VR has matured at a
rapid rate, while Western operators take a more steady approach.
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Source: Upload VR
https://uploadvr.com/lg-steamvr-headsets-resurfaces-korean-vr-festival/
Source: IHS Markit
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