Virtual Reality: The Market, Devices and Future Use Cases of an Emerging Video Technology

Virtual Reality: The Market, Devices and Future Use Cases of an Emerging Video Technology is an observation and forecast of virtual reality market.

 

Virtual Reality report cover

Virtual reality (VR) has become the hottest technology buzzword for 2016. Despite many false starts, stretching over decades, finally it seems there is genuine consumer demand for realistically priced VR products and content.

But what does VR mean for the technology, media & telecoms sector? How seriously should it be taken? What is the case for wide-scale public uptake of VR instead of just being a niche area for the gamer market?

Virtual Reality: The Market, Devices and Future Use Cases of an Emerging Video Technology is the executive briefing that sets out to answer these questions and much more. Published by Rider Research, over 28 pages, pulls together recent analysis, studies, figures and in-depth research taken from the digital media strategy bulletin The Online Reporter.

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VR headsets are selling out within days. While HTC Vive and Oculus Rift VR headsets have been years in the making, other hardware manufacturers are also jumping in. Smartphone makers Samsung, LG and Huawei all have their own versions of VR headsets with more companies like Lenovo, Mattel and Microsoft set to follow.

Meanwhile, a pool of VR content creators is emerging, looking for ways to advance storytelling and monetize it. Over 15 major media companies including NBCUniversal, Syfy, Turner Sports, 20th Century Fox are now exploring the new video format and producing experimental VR titles. This in turn has led to a specialist business in VR production equipment and editing tools.

The high-powered processing that VR requires has sparked fervent competition between semiconductors firms like Intel and Qualcomm eager to explore new markets; a possible upsurge in VR content delivery will challenge broadband solution suppliers.

There has been unprecedented VR industry in a wide range of sectors such as sports, medicine, education and retail all requiring solutions and business opportunities.

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Virtual Reality: The Market, Devices and Future Use Cases of an Emerging Video Technology analyzes the reasons why virtual reality and augmented reality (AR) have suddenly become ubiquitous. The report acts a soup-to-nuts executive summary of where VR stands in terms of the digital media business and, among others, includes:
1)    A survey of available hardware products & future releases;
2)    A full examination of available VR content – drawing from internet TV projects from the likes of Discovery, Sky VR Studios, Hulu, National Geographic, etc;
3)    VR and AR in other genres such as adult, news, sports;
4)    Case study: the Facebook effect;
5)    Feasible opportunities in VR in other fields: 360 degree concerts and live events, real estate, science, medicine, retail, education etc.

Who should read “Virtual Reality: The Market, Devices and Future Use Cases of an Emerging Video Technology”? This is essential research for content and rights’ owners in entertainment, publishing and music; Consumer Electronics device and component vendors; Pay TV operators, broadcasters, all types of network operators, telcos, cablecos, broadband carriers, satellite and OTT operators, and equipment and software suppliers to these companies, including STB and encoder manufacturers, DRM specialists, handset makers, chip designers; apps and software developers; strategy formulators and buyers; consultants; financial analysts and any company with an interest in the future virtual reality content delivery.

Some extracts of the report are available here

 

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Table of Contents for Virtual Reality: The Market, Devices and Future Use Cases of an Emerging Video Technology

VIRTUAL REALITY BECOMES A REALITY IN 2016

MARKET PROSPECTS FOR VIRTUAL REALITY
Interest and Perceptions
How Big of a Market Will VR/AR Become?
The Hardware behind Virtual Reality
 – Facebook and Oculus Rift
 – HTC’s Vive
– Fove
 – Sony’s PlayStation VR
 – Samsung GearVR
 – Google Cardboard
 – Huawei VR
 – LG 360 VR
 – Lenovo and AntVR Headset
 – Microsoft HoloLens
 – MagicLeap
The VR-Fueled Chip Wars – Intel, AMD, Qualcomm, Nvidia

NON-GAMING CONTENT POWERED BY VIRTUAL REALITY
Sports
E-Sports
Internet TV
SVoD OTT Players
Online News Video
Adult Entertainment Industry Embraces VR

USER-GENERATED VR CONTENT
Google’s YouTube
Facebook
 – Facebook’s Bandwidth and Virtual Reality
Livit Media
Hollywood and TV Entertainment

FUTURE USE CASES FOR EMERGING VR TECHNOLOGY
Science
Live Events and Concerts
Retail and Real Estate
Medicine and Healthcare
Education
Job Training

CONCLUSION

 

May 2016