Global Virtual Reality Gaming Accessories Market 2020| Industry Size, Share, Revenue, Business Growth, Demand And Applications Market Research Report
Will the launch of virtual reality hardware be impactful to the financial performance of the larger traditional video game content production companies (EA, etc.)?
Look at all the revenue that VR is reaching
Consumer spending on virtual reality hardware and software could reach $21.8 billion by the year 2020, according to a new report from market research and consulting firm
But if consumers respond to the new headsets,is is anticipated that combined revenue for head-mounted displays, VR accessories, and VR content will increase from $108.8 million in 2014 to $21.8 billion worldwide by 2020, with a compound annual growth rate of 142%. Then, as headset adoption begins to reach a critical mass, the industry’s revenue mix will shift from hardware sales to content. It is predicted that content sales will represent more than one-third of total VR revenue by 2017, and will grow to nearly two-thirds of all VR revenue by 2020. Video game sales will lead that market, but music, social, tourism, sports and fitness apps should also contribute significant revenues.
Now let’s talk about the amount of money that video game platform will generate in 2016
Video games will be the key driver of virtual reality hardware this year, according to a new report from SuperData Research. Game developers will also have a global audience of 55.8 million virtual reality users and produce 38.9 million virtual reality devices this year, according to the report.
Consumers will spend $5.1 billion on virtual reality gaming hardware, accessories and software in 2016. That’s up from the $660 million spent in 2015, says the marketing leader. Meanwhile, the global market is expected to grow to $8.9 billion in 2017 and $12.3 billion in 2018.
As you can see the financial impact is tremendously huge.
VR are debuting on the consumer market. Shipments of VR headsets will grow at a swift 99% compound annual growth rate between 2015 and 2020.