Mobile Virtual Reality

Head-Mounted Displays, Accessories, and VR Content for Mobile Platforms: Market Analysis and Forecasts

Report Details

Price: Log In to View
Pages: 66
Tables, Charts,
     & Figures:
47
Publication Date: 4Q 2016
Log In to Purchase/Access Report

Downloads

Register or Log In to download a free Executive Summary and brochure for this report.

As virtual reality (VR) becomes more pervasive in the consumer market, and adoption and awareness begin to increase significantly, it is mobile VR that is leading the charge and giving many users their first taste of a new way of experiencing games and media.  Tractica estimates that more than 88% of all consumer-grade VR head-mounted displays (HMDs) sold in 2016 were mobile, and the firm anticipates that the mobile domination of the VR market will continue for years to come, with mobile HMDs constituting three-quarters of annual consumer-grade HMD shipments in 2021.

Despite the momentum behind mobile VR, however, Tractica’s analysis indicates that there is much work still to be done.  VR is an extremely complex technology and there are many obstacles to a frictionless, optimized user experience.  Over time, technological breakthroughs in optics, processing efficiencies, cloud computing, software application development, and streaming, as well as increased access to higher-quality broadband, will improve and accelerate the general availability of consistently high-quality VR experiences.  While VR for mobile is currently a less immersive experience than PC and console-based VR, Tractica expects the gap to narrow between 2017 and 2021.  There is a real possibility that mobile will become not only the choice for simpler VR experiences, but the choice for the vast majority of all VR experiences.

This Tractica report provides a detailed analysis of market issues, technology issues, key industry players, and market sizing and forecasts for mobile VR hardware and content.  Hardware forecasts include unit shipments and revenue for mobile HMDs, cameras, gamepads, and other VR-specific controllers.  Content revenue forecasts are segmented into gaming and media.  All market data covers the period from 2014 to 2021 and is segmented by world region.  The report also includes profiles of 26 key players in the mobile VR market.

Key Questions Addressed:

  • How large is the market opportunity for mobile VR hardware and content?
  • How will the market be segmented by hardware category, content type, and world region?
  • How will this market grow in the coming years and which factors will drive this growth?
  • Which factors could inhibit growth during the forecast period?
  • What are the main technology trends and issues in the mobile VR market?
  • Who are the leading providers of mobile VR technology and how do their go-to-market strategies differ?

Who Needs This Report?

  • Mobile VR headset manufacturers
  • Mobile VR accessory manufacturers
  • Mobile device manufacturers
  • Media publishers, distributors, and creators
  • Semiconductor and component companies
  • Games publishers
  • Application developers
  • Investor community

Table of Contents

  1. Executive Summary
    1. Introduction
    2. Market Drivers and Barriers
    3. Market Observations/Key Trends
    4. Key Industry Players
    5. Market Forecast Highlights
      1. Mobile Virtual Reality Revenue
      2. Mobile Head-Mounted Display Shipments and Revenue
  2. Market Issues
    1. Introduction
    2. Scope of Study
    3. Market Overview
    4. Market Trends
    5. Market Drivers
      1. Smartphone Penetration
      2. Immersion Experiences
      3. Virtual Reality Video
      4. Business-to-Consumer Marketing Opportunity
      5. Smartphone Upgrades
      6. Mobile Ecosystem/App Stores
      7. Games Market
      8. Web Virtual Reality
      9. China
    6. Market Barriers
      1. Lack of Compelling Mobile Virtual Reality Content
      2. Quality of Experience
        1. Lack of Positional Tracking
        2. Virtual Reality Sickness
        3. Restricted Field Of View
        4. Streaming Challenges
        5. Corrective Eyewear
        6. Smartphone Heat
        7. Trial and Error for Early Virtual Reality Applications
      3. Use Cases
        1. Games
        2. Video Media Content
        3. Social Virtual Reality
        4. Business-to-Consumer Marketing
          1. Retail E-Commerce
          2. Residential Buying/Renting
          3. Travel
        5. Enterprise Applications
        6. Wellness Self Help
        7. Fitness
  3. Technology Issues
    1. Introduction
    2. Tracking
      1. Positional Tracking
        1. Simultaneous Localization and Mapping and Computer Vision
      2. Eye Tracking
      3. Hand Tracking and Gesture Control
    3. Field of View
    4. Latency Technologies and Virtual Reality Sickness Prevention
      1. Galvanic Vestibular Stimulation
      2. Field of View restrictors
    5. Display Technology
    6. Graphics Processing Units
    7. Cameras
    8. Three-Dimensional Audio
    9. Adaptive Streaming
      1. Bitmovin
      2. Pixvana
    10. Wireless Connectivity Technologies Field of View
  4. Key Industry Players
    1. Introduction
    2. Key HMD and Platform Players
      1. Samsung
      2. HTC
      3. Facebook
        1. Content Initiatives
        2. Social VR
      4. Google
        1. Daydream
      5. Merge VR
      6. Fibrum
      7. KnoxLabs
    3. Key Enabling Technology Players
      1. VisiSonics
      2. Bitmovin
      3. Pixvana
      4. uSens
      5. Leap Motion
      6. vMocion
      7. Improbable
      8. Imagination Technologies
      9. VicoVR
    4. Other Key Players
      1. Vroom
      2. Alibaba
      3. Amazon
      4. NextVR
      5. Wevr
      6. Baobab Studios
      7. AltspaceVR
      8. nDreams
      9. Unity
      10. Resolution Games
    5. Other Selected Industry Participants
  5. Market Forecasts
    1. Introduction
    2. Data Collection
    3. Forecast Methodology
      1. Top-Level Mobile Head-Mounted Display Shipments
      2. Average Selling Prices and Revenue
    4. Top-Level Annual Mobile VR Revenue
    5. Annual Virtual Reality Head-Mounted Display Shipments and Revenue
    6. Annual Mobile Virtual Reality Accessories Shipments and Revenue
    7. Annual Virtual Reality Content Revenue by Content Type
    8. Consumer Virtual Reality Market by Region
    9. Conclusions and Recommendations
  6. Company Directory
  7. Acronym and Abbreviation List
  8. Table of Contents
  9. Table of Charts and Figures
  10. Scope of Study, Sources and Methodology, Notes

List of Charts, Figures, and Tables

Charts
  • Annual Mobile VR Hardware and Content Revenue by Segment, World Markets: 2014-2021
  • Annual Mobile HMD Unit Shipments by Product Type, World Markets: 2014-2021
  • Annual Mobile HMD Revenue by Product Type, World Markets: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments by Product Type, World Markets: 2016-2021
  • Annual Mobile VR Hardware Revenue by Product Type, World Markets: 2016-2021
  • Annual Mobile VR Content Revenue by Content Type, World Markets: 2014-2021
  • Annual Mobile HMD Unit Shipments by Region, World Markets: 2014-2021
  • Annual Mobile HMD Revenue by Region, World Markets: 2014-2021
  • Annual Mobile VR Accessory Unit Shipments by Region, World Markets: 2014-2021
  • Annual Mobile VR Accessory Revenue by Region, World Markets: 2014-2021
  • Annual Mobile VR Content Revenue by Region, World Markets: 2014-2021
Figures
  • Screenshot GoPro Virtual Reality Video, Tahiti Surfing
  • Virtual Reality Use Drains Smartphone Batteries, Gear VR Solution from MyCharge
  • Wevr’s theBlu Is a Series that Explores Ocean Habitats Up Close and In Person
  • Mattel’s View-Master Will Feature “Batman: The Animated Series” VR Experience
  • Finch Shift Motion Controllers for Mobile Virtual Reality
  • Field of View Adaptive Streaming
  • Samsung Patent Diagram of Positional Tracking
  • Facebook VR Emoji
  • KnoxLab’s Cardboard VR for American Airlines
  • Improbable SpatialOS
  • Invasions!
  • Reggie Watts’ Virtual Comedy Show in AltspaceVR
Tables
  • Annual Mobile VR Hardware and Content Revenue by Segment, World Markets: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments by Product Type, World Markets: 2014-2021
  • Annual Mobile VR Hardware Revenue by Product Type, World Markets: 2014-2021
  • Annual Mobile HMD Unit Shipments by Product Type, World Markets: 2014-2021
  • Annual Mobile VR Content Revenue by Content Type, World Markets: 2014-2021
  • Annual Mobile HMD Revenue by Product Type, World Markets: 2014-2021
  • Annual Mobile HMD Unit Shipments by Region, World Markets: 2014-2021
  • Annual Mobile HMD Revenue by Region, World Markets: 2014-2021
  • Annual Mobile VR Accessory Unit Shipments by Region, World Markets: 2014-2021
  • Annual Mobile VR Accessory Revenue by Region, World Markets: 2014-2021
  • Annual Mobile VR Content Revenue by Region, World Markets: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments and Revenue by Product Type, North America: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments and Revenue by Product Type, Europe: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments and Revenue by Product Type, Asia Pacific: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments and Revenue by Product Type, Latin America: 2014-2021
  • Annual Mobile VR Hardware Unit Shipments and Revenue by Product Type, Middle East & Africa: 2014-2021
  • Annual Mobile VR Content Revenue by Content Type, North America 2014-2021
  • Annual Mobile VR Content Revenue by Content Type, Europe: 2014-2021
  • Annual Mobile VR Content Revenue by Content Type, Asia Pacific: 2014-2021
  • Annual Mobile VR Content Revenue by Content Type, Latin America: 2014-2021
  • Annual Mobile VR Content Revenue by Content Type, Middle East & Africa: 2014-2021
  • Partial List of Mobile Head-Mounted Display Manufacturers
  • Consumer 360° Cameras
  • Additional Industry Participants