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Consumer Virtual Reality - Market Sizing and Revenue Forecasts 2014 to 2018
 

Consumer Virtual Reality - Market Sizing and Revenue Forecasts 2014 to 2018

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This is part three of our Consumer Virtual Reality master presentation. This presentation contains unit and revenue forecasts for VR devices (hardware) and VR games/apps (software).

This is part three of our Consumer Virtual Reality master presentation. This presentation contains unit and revenue forecasts for VR devices (hardware) and VR games/apps (software).

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Consumer Virtual Reality - Market Sizing and Revenue Forecasts 2014 to 2018 Consumer Virtual Reality - Market Sizing and Revenue Forecasts 2014 to 2018 Presentation Transcript

  • VRMarketSizing2014-2018ForecastforUnitSales, ActiveUsersandRevenues:ConsumerVirtualRealityMarket
  • AboutKZeroConsulting,Analytics,Insight
  • Sectors:Virtualworlds,virtualgoods,virtualreality,socialgaming,MMOs, augmentedreality Start-ups/Pre-launch:Businessplanning,marketsizing,financial modelling,strategicguidance,launchplanning Operationalcompanies:Marketingstrategy,productdevelopment,user analysis,marketentryplanning,partnerships/busdev Brands:Mediaplanning,campaigncreation,virtualbrandstrategy ForVC’s/Investors:Deal-flow,investmentanalysis,marketsizing KZeroservices
  • KZeroClients
  • MediaReferences
  • UserForecastsMarketPenetration,HMDUsersandHardwareUnitSales
  • Innovators/HardcoreGamers:2.5%ofgeneralpopn. Eagertotrynewideasandwillingto takeriskswithnewtech.Youngestagegroupofalladoptersandhighestsocialclass.Innovators are the gate-keepers of promoting new ideas. Developer kit market, digital markers and VR enthusiasts. Early Adopters / Light Gamers: 13.5% of general popn. A closer social structure than Innovators,meaningthey’re‘Localites’. Thehighestabilitytoactasopinionformersacrossallother adoptiontypes. Oldertablet,mobileandconsolegamers. EarlyMajority/KT&T:34%ofgeneralpopnandanaboveaveragesocialclass,adoptingnew ideasjustbeforetheavg.person.Theyinteractfrequentlywiththeirpeers(locallyandglobally)as the important link in the diffusion process. Driven heavily by Kids,Tween andTeen market and activetablet,mobileandconsolegamers. PrimaryAddressableMarkets
  • GlobalAddressableMarkets 0m 100m 200m 300m 400m 500m 2014 2015 2016 2017 2018 300.2m292.9m285.8m278.8m272.0m 119.2m116.3m113.5m110.7m108.0m 22.1m21.5m21.0m20.5m20.0m Innovators/Hardcore Gamers Early Adopters/Light Gamers Early Majority/KT&T
  • ConsumerHMDsForSale 0 2 4 6 8 10 12 14 2014 2015 2016 2017 2018 RaceforMarketShare Consolidation
  • MarketPenetrationforHMDs 0% 5% 10% 15% 20% 2014 2015 2016 2017 2018 Innovators/Hardcore Gamers Early Adopters/Light Gamers Early Majority/KT&T Average Penetration
  • HMDUnitSales 0m 5m 10m 15m 20m 25m 30m 35m 40m 2014 2015 2016 2017 2018 Innovators/Hardcore Gamers Early Adopters/Light Gamers Early Majority/KT&T 7.1m 5.7m 2.1m 14.6m 8.7m 3.2m 22.5m 11.9m 4.4m0.2m Innovators only 0.5m Innovators 0.8m Early Adopters 1.4m Early Majority
  • ConsumerVRInputSystemsForSale 0 5 10 15 20 25 2014 2015 2016 2017 2018 Gloves&BodySuits BodyHaptics
  • MarketPenetrationforInputSystems(as%ofHMDowners) 0% 10% 20% 30% 40% 50% 2014 2015 2016 2017 2018 Innovators/Hardcore Gamers Early Adopters/Light Gamers Early Majority/KT&T Average Penetration
  • InputSystemsUnitSales 0m 2m 4m 6m 8m 10m 12m 2014 2015 2016 2017 2018 Innovators/Hardcore Gamers Early Adopters/Light Gamers Early Majority/KT&T 7.1m 0.6m 0.7m 14.6m 2.9m 1.3m 5.6m 2.4m 2.2m0.002m Innovators only 0.1m Innovators 0.04m Early Adopters 0.06m Early Majority 1.3m 0.5m
  • TotalHardwareUnitSales 0m 2m 4m 6m 8m 10m 12m 2014 2015 2016 2017 2018 Innovators/Hardcore Gamers Early Adopters/Light Gamers Early Majority/KT&T 7.1m 0.6m 0.7m 14.6m 2.9m 1.3m 5.6m 2.4m 2.2m0.002m Innovators only 0.1m Innovators 0.04m Early Adopters 0.06m Early Majority 1.3m 0.5m
  • HardwareHMDandInputSystemRevenues
  • AverageHMDSellingPrice $0 $100 $200 $300 $400 2014 2015 2016 2017 2018 Commoditisation,MarketShareDiscountingandTariff-BasedPricing
  • HMDRevenues $0m $500m $1,000m $1,500m $2,000m $2,500m $3,000m $3,500m $4,000m 2014 2015 2016 2017 2018 $2,252 $2,197 $1,429 $349 $1,192m$1,308m $1,135m $208m $442m$485m$420m$128m$70m Innovators/Hardcore Gamers Early Adopters/Light Gamers Early Majority/KT&T
  • HMDCumulativeRevenues $0m $2,000m $4,000m $6,000m $8,000m $10,000m $12,000m 2014 2015 2016 2017 2018 Innovators/Hardcore Gamers Early Adopters/Light Gamers Early Majority/KT&T $6,226m $3,843m $1,545m $3,974m $2,651m $1,103m $1,777m $1,342m $618m $198m Innovators $207m Early Adopters $348m Early Majority $70m Innovators
  • InputSystemRevenues $0m $100m $200m $300m $400m $500m $600m $700m $800m 2014 2015 2016 2017 2018 Innovators/Hardcore Gamers Early Adopters/Light Gamers Early Majority/KT&T $422m $179m $166m $293m $131m $129m $107m $85m $95m $20m Innovators $8m Early Adopters $13m Early Majority $0.6m Innovators
  • InputSystemCumulativeRevenues $0m $400m $800m $1,200m $1,600m $2,000m 2014 2015 2016 2017 2018 Innovators/Hardcore Gamers Early Adopters/Light Gamers Early Majority/KT&T $836m $403m $410m $414m $224m $245m $121m $93m $116mm $21m Innovators $8m Early Adopters $13m Early Majority$0.6m Innovators
  • HardwareRevenueSummary $0m $1,000m $2,000m $3,000m $4,000m $5,000m 2014 2015 2016 2017 2018 $767m$553m $287m $43m $1m $3,885m$3,990m $2,984m $684m $70m HMDs Input Systems $42m
  • HardwareCumulativeRevenueSummary $0m $2,000m $4,000m $6,000m $8,000m $10,000m $12,000m $14,000m 2014 2015 2016 2017 2018 $1,650m $883m $330m $43m $1m $11,613m $7,728m $3,738m $754m$70m HMDs Input Systems
  • SoftwareGameandAppRevenues
  • HMDtoActiveUserRatio 0.0 1.0 2.0 3.0 2014 2015 2016 2017 2018 Innovators Early Adopters Early Majority Average
  • ActiveVirtualRealityUsers 0m 20m 40m 60m 80m 100m 120m 140m 160m 180m 2014 2015 2016 2017 2018 Innovators/Hardcore Gamers Early Adopters/Light Gamers Early Majority/KT&T 7.1m 4m 13m 58m 23m 41m 16m0.2m Innovators only 1m Innovators 1.6m Early Adopters 4.1m Early Majority 114m 9m 26m
  • PayingUserConversionRates 0% 10% 20% 30% 40% 50% 2014 2015 2016 2017 2018 Innovators/Hardcore Gamers Early Adopters/Light Gamers Early Majority/KT&T Average Penetration
  • PayingVirtualRealityUsers 0m 5m 10m 15m 20m 25m 30m 2014 2015 2016 2017 2018 Innovators/Hardcore Gamers Early Adopters/Light Gamers Early Majority/KT&T 7.1m 1.2m 1.6m 6m 3m 7m 7m 4k Innovators only .21m Innovators .16m Early Adopters .2m Early Majority 14m 3m 2m
  • AverageRevenues(Monthly)perPayingUser(ARPPU) $0 $5 $10 $15 $20 $25 $30 2014 2015 2016 2017 2018 Innovators/Hardcore Gamers Early Adopters/Light Gamers Early Majority/KT&T Average Penetration
  • AnnualSoftwareRevenues $0m $1,000m $2,000m $3,000m $4,000m $5,000m 2014 2015 2016 2017 2018 Innovators/Hardcore Gamers Early Adopters/Light Gamers Early Majority/KT&T $1,714m $1,069m $1,883m $869m $617m $1,088m $288m $341m $456m $64m Innovators $40m Early Adopters $25m Early Majority! $960k Innovators only
  • CumulativeSoftwareRevenues $0m $1,000m $2,000m $3,000m $4,000m $5,000m $6,000m $7,000m $8,000m $9,000m 2014 2015 2016 2017 2018 Innovators/Hardcore Gamers Early Adopters/Light Gamers Early Majority/KT&T $2,896m $2,066m $3,491m $1,182m $977m $1,608m $288m $381m $520m $65m Innovators $40m Early Adopters $25m Early Majority! $960k Innovators only $313m
  • SummaryTotalHardwareandSoftwareRevenues
  • TotalAnnualRevenues $0m $2,000m $4,000m $6,000m $8,000m $10,000m 2014 2015 2016 2017 2018 HMDs Input Devices Software $4,665m $766m $3,885m $2,574m $552m $3,989m $1,085m $286m $2,983m$684m Hardware $42m Input Devices $129m Software ! $70m Hardware 600k Input Devices 960k Software
  • CumulativeRevenues $0m $5,000m $10,000m $15,000m $20,000m $25,000m 2014 2015 2016 2017 2018 HMDs Input Devices Software $8,455m $1,649m $11,613m $2,574m $3,789m $7,727m $1,215m $330m $3,737m $754m Hardware $43m Input Devices $130m Software ! $70m Hardware 600k Input Devices 960k Software $883mm
  • Summary Overthefiveyearperiodof2014to2018: HMDPenetrationforecastedtogrowfrom0.05%to8.8% HMDUnitSalesforecastedtogrowfrom200kto38.8m.CumulativeUnitSalesby2018estimatedtobe83.3m InputControlDeviceUnitSalestogrowfrom2kto10.2m.CumulativeUnitSalesofInputDevicesestimatedtobe 17.7m HMDRevenuesestimatedtogrowfrom$70mto£3.8bn.CumulativeHMDrevenuesestimatedtoreach$11.6bn InputDeviceRevenuesestimatedtogrowfrom$600kto£766m.CumulativeInputDevicesrevenuesestimatedto reach$1.6bn SoftwareRevenuesestimatedtogrowfrom$960kto£4.6bn.CumulativeSoftwarerevenuesestimatedtoreach $8.4bn
  • FurtherInformation VirtualRealityNewsWeekly:ReadourweeklyemailcoveringtheConsumerVirtualReality marketplace.Sign-upathttp://www.kzero.co.uk/#vr StateoftheMarketfullreport:OrderthefullKZeroreport fromhttp://www.kzero.co.uk/order- reports/ 12KeyMarketsforVirtualReality:OrderthefullRadarChartfromhttp://www.kzero.co.uk/ order-reports/ Twitter:twitter.com/KZeroWorldswide Facebook:facebook.com/KZeroWorldswide
  • kzero.co.uk@KZeroWorldswide