Development Trends and Future Opportunities of Virtual Reality and Its Applications

Published: November 2015
No. of Pages: 19

Following Facebook's decision to purchase Oculus VR, a VR (Virtual Reality) company, for US$2.0 billion, VR again grabbed headlines. With more branded HMDs (Head Mounted Displays) waiting in the pipeline that are poised to be released in the first half of 2016, more hardware and software vendors are devoted to the development of VR applications. This report examines the latest development of VR from three dimensions: key hardware, digital media content, and investment opportunities, with an aim to provide insights into VR trends of the future.

List of Topics

  • Background for Facebook's acquisition of Oculus VR
  • Projected development of VR from the perspective of key hardware, including PC/console-based and mobile-based VR headsets
  • Projected development of VR from the perspective of digital media content, including video content and digital games
  • Projected development of VR from the perspective of investment opportunities, touching on changes in venture capital investments for VR in 2014 versus 1H 2015 and the different highlighted areas of venture capitals and leading IT brands towards VR

Companies covered

13th Lab, AltspaceVR, ANTVR, Avegant, Deepoon, EEVO, Envelop VR, Facebook, FOVE, Freefly, Google, High Fidelity, Homido, HTC, Improbable, Legendary Pictures, Lion Gate, Lytro, Magic Leap, Matterport, MindMaze, Mojing, nDreams, NextCore, Nimble VR, Nod Labs, Oculus, OSVR, Pebbles Interfaces, Reload Studios, Resolution Games, Samsung, Sony, Steam, Surreal Vision, Valve, VRIDEO, Wear VR, WEVR, WorldViz, YouTube, Zeiss

Development Trends and Future Opportunities of Virtual Reality and Its Applications

Table of Contents

1.Virtual Reality Has a Full Range of Hardware in Place
1.1 PC/console-based VR Headsets Offer Higher User Experience but Costly
1.2 Mobile-based VR Headsets Have Lower Entry Barriers

2.Multimedia Content Production Still Encounters Challenges
2.1 Video Content
2.2 Digital Games

3. Venture Capitals and IT brands Have Different Highlighted Areas
3.1 Venture Capitals Take Aims at Virtual Content Production
3.2 Leading Brands Continue to Focus on VR Immersive Applications
MIC perspectives
PC/Console-based VR Headsets as Better Investment Options
Multimedia Content Key for VR Monetization
Multimedia Content Making Tools and Platforms, and Enhanced Immersive Experience are What Counts

Glossary of Terms
List of Companies

List of Tables

Table 1: Comparison of Branded PC/Console-based VR Headsets Currently Available
Table 2: Comparison of Mobile-based VR Headsets Currently Available
Table 3: Profile of Major VR HMD Headset Investees in 1H 2015

List of Figures

Figure 1: Changes in Total Value of Venture Capital Investments for VR, 2014 - 1H 2015
Figure 2: Global VR Venture Capital Investment Options, 1H 2015

Published By: Market Intelligence & Consulting Institute, MIC
Product Code: Market Intelligence & Consulting Institute, MIC155

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