Immersive Computing - Consumer Augmented & Virtual Reality Report - 2018

January 25, 2018  | Subscribers Only

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IHS Markit's latest report on the consumer augmented and virtual reality markets. This report adds to the coverage of last year's report with additional data and analysis related to the consumer augmented reality market opportunity and also the location-based (out of home) consumer virtual reality market.

This major report provides analysis and insight into the following:

  • The latest on VR and AR from CES 2018
  • VR headset sales performance by brand in 2017
  • Microsoft's Mixed Reality strategy
  • The emergence of standalone VR headsets
  • Latest view on the potential of Google Daydream platform
  • The performance of China's local VR companies
  • The use of LCD displays in the latest VR headsets
  • Game release trends across different VR platforms; title performance for PSVR titles
  • VR games, app and video content market opportunity analysis
  • Location-based VR market opportunity including venue counts by type, paid hourly visits and consumer spending
  • Special mini-report on cinema company use of VR venues
  • Why consumer AR will be centred on the smartphone in the short and medium term
  • The addressable market for ARKit apps
  • Which AR app genres offer the most potential
  • AR app market opportunity

Highlights:

  • The world consumer VR headset installed base reached 28 million at the end of 2017. IHS Markit forecasts that there will be 75.7 million consumer VR headsets installed by 2021, a moderate decline on previous projections.
  • World consumer spending on VR headsets reached $2.4 billion in 2017 and is forecast to reach $5.8 billion by 2021. Spend will be driven by continued adoption of PC, console and standalone headsets offset by reduction in price points for these same headsets.  
  • World consumer spending on VR games, interactive experiences and video reached $803 million in 2017. IHS Markit forecasts that spending will reach $2.8 billion by 2021.
  • Consumer spending on location-based VR reached $385 million in 2017. This is forecast to grow to $906 million by 2021. In 2017, China’s share of the market was 65%. This is expected to decrease to 51% by 2021 as other regions and country markets become more established.    
  • Consumer spend on all AR-related mobile apps is forecast to grow from $1.6bn in 2017 to $7.8bn in 2021.

In this report:

  • CES 2018 update
  • Consumer virtual reality market analysis and forecasts
  • Consumer augmented reality market analysis and forecasts
  • Location-based virtual reality market analysis and forecasts

List of tables and charts:

  • Consumer VR content market and forecast database by platform, brand and 30 territories, all regions and world totals.
  • Consumer VR headset market and forecast database by platform, brand and 30 territories, all regions and world totals.
  • Comsumer AR content market and forecast database by 30 territories, all regions and world totals.
  • Apple ARKit device installed base forecast database by 43 territories, all regions and world totals.
  • Location-based VR market and forecast database for China, Asia Pacific excluding China, all regions and world totals.

Number of Pages: 145

Number of Tables and Charts: 69

 

Piers Harding-Rolls

Director – Research and Analysis Director, Games, IHS Markit

Mr. Piers Harding-Rolls is a director of Research and Analysis Games at IHS Markit, focuses on the evolution of games.

Jack Kent

Director, Operators & Mobile Media

Jack Kent is a director in the IHS mobile team covering all forms of mobile content with a focus on mobile applications, games, music and social networks.

Pablo Carrera

Principal Research Analyst – Cinema, IHS Markit

Mr. Pablo Carrera is a principal research analyst for Cinema Intelligence at IHS Markit.

David Hancock

Director – Research and Analysis, Cinema & Home Entertainment, IHS Markit

Mr. David Hancock is a director of Research and Analysis for Cinema & Home Entertainment at IHS Markit.

Chenyu Cui

Senior Research Analyst – Games, IHS Markit

Chenyu Cui is a Senior Research Analyst, Games at IHS Markit.

Steve Bailey

Principal Senior Analyst, Games, IHS Markit

Steve Bailey is a principal senior analyst for Games at IHS Markit.

Dan Cryan

Executive Director – Research and Analysis, IHS Markit

Mr. Dan Cryan is the executive director of Research and Analysis at IHS Markit and a thought leader in digital media coverage.

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