Two Thirds Of People Want VR To Be More Social

According to a survey conducted by Greenlight Insights, the vast majority of people want virtual reality (VR) experiences to become more social and able to be shared with friends and family.

Videogames have often been erroneously considered to be isolating experiences, but consoles have long been equipped with more than one controller port for social play, and with the advent of services such as Steam and Xbox Live, it’s easy to play with friends who might live a long distance away and quickly switch over to Facebook or Twitter to organise a shared gaming session or celebrate a victory with a screenshot. This joined-up social experience is what many people are seeking from VR.

The survey from Greenlight Insights showed that 67% of people would be interested in social VR, with the number rising to 78% among those who have already tried VR. Also included in the survey report were figures saying that 75.5% of people would use social VR apps once a week, with 28.1% saying they would use them every day.

Facebook Spaces - VRFocus

There are a number of social VR solutions being worked on, from the high-profile Facebook offering of Facebook Spaces, Pluto VR and Altspace VR. Facebook Spaces has been covered by VRFocus before, and the software allows Oculus Rift users to hang out in a shared VR space, but the technology is currently still in early days and needs some improving and refining before it can hope to become as popular as Twitter or Facebook itself.

The VR industry is still waiting to see what the social VR ‘killer app’ will be, but VRFocus will be there to report on it when it appears.

Global Virtual Reality Industry to Reach $7.2 Billion in Revenues in 2017

In a new Virtual Reality Industry Report, Greenlight Insights forecasts modest VR industry growth in the short term, growing into a major global content marketplace by 2021.

In its new Virtual Reality Industry Report: Spring 2017, Greenlight Insights forecasts total virtual reality revenues to reach $7.2 billion globally by the end of 2017, of which, head-mounted displays (HMDs) will account for $4.7 billion.

Anticipating modest growth in the short term, Greenlight Insights expects the VR industry to grow into a major global marketplace by 2021, reaching $74.8 billion in global revenues, driven in part by the increased spending in several enterprise sectors and in location-based entertainment (LBE) industry.

“We saw mixed results in the global VR industry in 2016—initial sales volume by some high-end manufacturers didn’t quite live up to the hype, while PlayStation VR, Samsung Gear VR, and low-cost headsets continued to gain traction,” said Clifton Dawson, CEO of Greenlight Insights. “There are turbulent times ahead, but our analysis points to VR achieving critical mass in many markets by 2019, building to a considerable global marketplace five years from now.”

The report, released today in partnership with Road to VR, as well as international contributing firms iResearch (China) and MoguraVR (Japan), includes global hardware, software and services revenue forecasts, as well as findings from a new survey of VR industry professionals. The report also offers disruptive trends to watch in 2017, such as:

  • New VR headsets powered by Microsoft’s Windows 10 operating system will spark demand by enterprise firms for VR-related hardware, software and services.
  • The introduction of new hardware platforms from top PC manufacturers in late 2017 will accelerate the availability of affordable headsets and VR-ready computers. This will also help achieve a good-better-best pricing strategy for consumers, which should benefit industry stakeholders all along the supply chain.
  • Consumer reaction to the rapid proliferation of LBE centers, which emerged in 2015, are now a core component of an early distribution marketplace for VR content producers. Greenlight Insights notes rising utilization rates and forecasts LBE centers to become a $1.2 billion segment in 2021.

“Before spending hundreds or thousands of dollars on equipment, new users are turning to LBE centers to experience VR inexpensively and more immersively than they could with an in-home system,” said Eddie Lou, China Market Analyst, Greenlight Insights. “Niche accessories such as full haptic suits, sensory simulators, and specialized controllers will find a home in LBE centers as consumers will be less inclined to purchase expensive hardware. This represents a distinct market opportunity for VR content studios and hardware vendors.”

What’s Inside the Virtual Reality Industry Report: Spring 2017

The Virtual Reality Industry Report: Spring 2017 offers proprietary insights provided by Greenlight Insights’ total focus on the VR/AR technology sector, a mosaic approach with rigorous research methods. The report is grounded by data and includes:

  • Summary of Greenlight Insights’ new market segmentation framework
  • 5-year global VR hardware and software forecasts
  • In-depth sections on international markets, including China and Japan
  • Foreseeable effects following the introduction of new headsets
  • Insights on how recent product announcements are transforming the technology and market landscape
  • Findings from Greenlight Insights’ State of the VR Industry survey, the largest continuous global study of industry professionals, including content developers, hardware manufacturers, distributors, media and entertainment providers, and investors.

Preview Table of Contents

The Virtual Reality Industry Report is available now. For more information, including how to order, see the official report page.

The post Global Virtual Reality Industry to Reach $7.2 Billion in Revenues in 2017 appeared first on Road to VR.

Global VR Industry to Reach $7.2 Billion in Revenues in 2017, Report Predicts

A new report was released today detailing the forecasts for global hardware, software and services revenue over the course of 2017. The verdict for the growth of the virtual reality industry within the report looked very positive.

The report was published by Greenlight Insights and is forecasting that the global virtual reality (VR) industry will be receiving $7.2 Billion (USD) in revenues by the end of 2017.

The report further predicts that VR market growth will begin modestly, but expects it to grow into a major global marketplace by 2021 and reaching a massive $74.8 billion in global revenues.

“We saw mixed results in the global VR industry in 2016— initial sales volume by some high-end manufacturers didn’t quite live up to the hype, while PlayStation VR, Samsung Gear VR, and low-cost headsets continued to gain traction,” said Clifton Dawson, CEO of Greenlight Insights. “There are turbulent times ahead, but our analysis points to VR achieving critical mass in many markets by 2019, building to a considerable global marketplace five years from now.”

Greenlight Insights’ report went into some details about trends within VR to watch for in 2017. Such as:

  • New VR headsets powered by Microsoft’s Windows 10 operating system will spark demand by enterprise firms for VR-related hardware, software and services.
  • The introduction of new hardware platforms from top PC manufacturers in late 2017 will accelerate the availability of affordable headsets and VR-ready computers.
  • Greenlight Insights notes rising utilization rates and forecasts LBE (Location Based Entertainment) centers to become a $1.2 billion segment in 2021.

“Before spending hundreds or thousands of dollars on equipment, new users are turning to LBE centers to experience VR inexpensively and more immersively than they could with an in-home system,” said Eddie Lou, China Market Analyst, Greenlight Insights. “Niche accessories such as full haptic suits, sensory simulators, and specialized controllers will find a home in LBE centers as consumers will be less inclined to purchase expensive hardware. This represents a distinct market opportunity for VR content studios and hardware vendors.”

VRFocus will continue to bring you the latest reports on the health of the VR market.

2017 VR Industry Report to Bring Data-driven Insights & Forecasts That Cut Through the Hype

Greenlight Insights and Road to VR are teaming up once again to co-author a comprehensive report on the VR industry which will provide global forecasts, analysis, and best practices. The Virtual Reality Industry Report: Spring 2017 launches April 4th, pre-order today to save 40% off the list price.

Looking ahead is tricky business. Predicting what might occur in one year from now is one thing, but looking further out is difficult. Megatrends (1982) author John Naisbitt said, “The most reliable way to forecast the future is to understand the present.” That’s where Greenlight Insights puts the majority of its energy. If a company truly understands where things are today, it has a chance at creating a view of the future.

SEE ALSO
2016's Record Breaking VR/AR Venture Funding Totals $1.8 Billion

This is why Greenlight Insights, the global leader in virtual and augmented market intelligence, and Road to VR, the world’s leading independent VR news publication, will come together again to publish the Virtual Reality Industry Report: Spring 2017. This report is the fifth edition of Greenlight Insights’ annual report providing a comprehensive perspective on the virtual reality industry, including hardware unit forecasts, market revenue forecasts, industry and technology analysis, and other special topics for industry executives.

“With history and data points, one can extend trend lines to gain a sense for where something is headed,” said Clifton Dawson, CEO of Greenlight Insights. “We have collected and analyzed hard data via our global consumer attitudinal and behavioral surveys, our proprietary Virtual Reality Industry Monitor survey, and through the course of hundreds of analyst briefings for the last three years.”

This year’s report will feature historical data on headset shipments and global forecasts through 2026. The report, currently available for pre-order, will include special in-depth sections on China and Japan. Greenlight Insights’ Market Forecast is based on a market model specific to the dynamics of the VR market and identifies the key influencing factors about which assumptions are made.

“2017 will be another foundational year for the entire VR industry. Closely evaluating current and upcoming technologies, market adoption drivers, and growth obstacles are critical to making informed strategic decisions that cut through hype and buzz,” said Ben Lang, Co-founder & Executive Editor of Road to VR. “The Virtual Reality Industry Report: Spring 2017 will push the industry forward with data-driven insights and practical thought-leadership.”

SEE ALSO
What VR Headset Makers (not analysts) Have Actually Said About Sales Expectations

Last year’s 2016 Virtual Reality Industry Report was purchased by some of the world’s leading organizations now working in the VR industry, including Google, HTC, Sony, Intel, Tencent, and many other companies and educational institutions worldwide. Pre-order today to save 40% off the list price through March 20th.

The post 2017 VR Industry Report to Bring Data-driven Insights & Forecasts That Cut Through the Hype appeared first on Road to VR.

Report: VR market to reach $38bil by 2026

  The US virtual reality market revenues will reach $38 billion in annual revenues by 2026, after an “inflection zone” over the next five years, according to Greenlight Insights, Inc. Of that, 62 percent, will be...

Virtual Reality Strategy Conference 2016 to Bring VR Insights to Industry Execs

A new annual conference from Greenlight Insights is angling itself to sate the growing desire for “actionable insights” into the rapidly expanding VR industry. The 2016 Virtual Reality Strategy Conference aims to layout the “new rules” of the VR economy.

Research company Greenlight is leveraging the knowledge and insight gathered from its production of major VR industry reports to create an event aimed at those hoping to lead it to success. Greenlight says that the VRS Conference, to be held on November 1-2 in San Francisco, was created “specifically for executives in the technology, media and investment industries.”

The conference will play host to various leading lights in the technology industry, many of whom are forging businesses in the immersive technology space. Speakers and presenters at the event include Danielle Segal, Head of Experiences at AR headset developer Meta, Eric Romo, CEO of social VR platform AltSpace VR, Byan Mooser CEO at immersive media company Ryot, Tim Milliron, VP of Engineering at lightfield camera specialists Lytro, Devon Copley, Head of Product at 360 camera Nokia and many more.

vrsconference-1

The event is spread over two days, with the first offering two tracks. Track one, Delivering Immersive Entertainment focused on immersive media and games with the second track focusing on business strategy and insights from immersive company leaders.

PRE-CONFERENCE

10:00am – VR Studio Tour
12:00pm – Registration

Track One – Delivering Immersive Entertainment​
1:00pm – Welcome Address
1:15pm – Reimagining Live Entertainment in VR
1:45pm – Keynote Presentation
2:15pm – Paths to Achieving Higher Engagement in VR Games
2:45pm – Networking Break
3:15pm – From LA to Silicon Valley to Shanghai: The New Hollywood Rulebook
4:00pm – Perspectives on the VR Camera Market 2020

Track Two – Disrupting the Enterprise
1:00pm – Welcome Address
1:15pm – Industry 5.0: Reinventing the Enterprise
1:45pm – Keynote Presentation
2:15pm – From NFL to Walmart: How to Use VR to Grow Your Human Capital
2:45pm – Networking Break
3:15pm – Accelerating the Ecosystem for VR
4:00pm – Lightning Round: Top 2020 Disrupting Technologies

Day two at VRS is dedicated to a single track of exclusive research presentations from Greenlight VR and a series of executive keynotes from industry pioneers.

9:00am – Registration and Expo
10:00am – Opening Remarks
10:15am – Keynote Presentation with Special Guest
10:45am – Networking Break
11:15am – Unlocking the Platform Opportunities of VR
11:45pm – Winning Strategies: How to Invest in the Long Term
12:30pm – Working Lunch: Greenlight Research Master Class
11:05pm – Real Talk: Lessons from Riding High and Failing Fast with Special Guest
2:10pm – VROI: Building a Profitable Business
2:40pm – Fireside Chat with Special Guest
3:00pm – Networking Break
3:30pm – Beyond VR: Strategies for NextGen Immersive Platforms
4:00pm – Happy Hour: Enjoy the Best of San Francisco

You can register for the VRS Conference 2016 now, with a one day pass to the main conference priced $595 and $795 for a full, two day pass.

Road to VR are proud media sponsors of the 2016 Virtual Reality Strategy Conference.

Featured image courtesy Albert Gea/Reuters.

The post Virtual Reality Strategy Conference 2016 to Bring VR Insights to Industry Execs appeared first on Road to VR.