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VR market for GI s 15

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VR market for GI s 15

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Descripción

virtual reality VR market mapping radar and predictions for gaming insiders 2015 #gi #gi15 #vr vive rift oculus gearvr sony merge cardboard

Transcripción

  1. 1. How Big Will VR Be?
  2. 2. This Presentation • Charting VR and its flavors • Audience • Timing • Size
  3. 3. Guy Bendov - Side-kick Games • The go-to team for media & tech companies for cutting edge games • Offices in Newport Beach, CA and Tel Aviv, Israel • Fueling VR - a mobile VR games publishing house
  4. 4. What is VR ? • MVP: Media output (audio/video/sensory) • Promise: Separates you from your current place… …transports you to another place… …With additional interfaces and hardware, a VR unit gives you the feeling of “presence” (VR Nirvana)
  5. 5. 2016 High End Tethered PC/Console Runs from a smart phone 2015
  6. 6. High End VR Promises “Presence” • New “reality quality” experiences • New level of immersion and emotions • A step toward the coveted “holodeck” • Affordable with a high-end rig
  7. 7. Mobile VR Promises “Accessibility” • Low price • “Big screen” experiences based on an existing small screen device • New unparalleled media viewing experience for the mass……with Past success
  8. 8. Consumer Market Interest is High • Survey by YouVisit with 1,000 adults • 11% of the respondents had tried VR • 30% on top of that who said they are interested • 18% of the 18-24 age group has experienced VR directly • The “VR interested” group represents a potential market of 86 market of 86 million people in the US
  9. 9. 30 Million Virtual Reality Headsets in Use in N America and EU by 2018 • Roy Taylor, corporate vice president of Alliances for AMD %80 %50
  10. 10. Timing
  11. 11. Opportunity in Numbers • The VR hardware market will hit $2.8 billion (£1.8 billion) by 2020 • The virtual reality industry to be worth up to $7 Billion within 5 years • CAGR of the VR hardware market is expected to be %99 from 2015 to 2020. (BI) • 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 Tractica • Oculus will sell about 1.5 million headsets in 2016. • Mobile VR attach rates” may reach 3% in the next five years (Deutsche Bank )
  12. 12. Games Are #1 Investment Interest
  13. 13. Summary • Consumers are interested – Even with current devices • Hardware and Software co’s see VR as a market driver for new hardware and software • Mobile VR will be the first to grow as a media device • Core gamers will want the “full VR experience” • First VR game adopters demo is late teens and young adults – Content and brands needs to be aligned • Timing for “inflection point” is somewhere in 2017 – Prepare now • Price points $2-5 for mobile, $ 40-60 for PC/Console
  14. 14. A New Mass Market Frontier “Each successive generation of technology has yielded different kinds of experience, and the games have fundamentally changed.….. ….VR is a reason to care, and it's going to yield this staggering orgasm of the new. ” John Riccitiello, CEO of Unity3D, former CEO of EA
  15. 15. Research / References / Read • Digi Capital http://www.digi-capital.com/reports/#augmented-virtual-reality • KZero http://www.kzero.co.uk/blog/consumer-virtual-reality-market-worth-13bn- 2018/?gclid=CNWtiKrSur4CFYXItAodu2sAow • Superdata https://www.superdataresearch.com/blog/global-games-market-2015/ • Newzoo http://www.newzoo.com/reports/ • Roadtovr http://www.roadtovr.com/ • Uploadvr http://uploadvr.com/
  16. 16. Thank you Guy Bendov VRGuy at Sidekick.co.il www.SidekickVRgames.com

Notas del editor

  • VR is new and exciting but how does it affect your business ?
    When will it all happen ?
    What are the first trends to look at ?
    Will VR be new platform or stay as an accessory to the current main platform ?

    Participant will be provided with
    tools and viewpoints f
    rom market leaders and luminaries

    to help them strategize internally and adapt their business
  • Who will be wiling to invest in that ?
    Who will be able to stomach that ?
  • Who will be wiling to invest in that ?
    Who will be able to stomach that ?
  • Lets look at what market analysts tell us
    It’s a 22Bn opportunity, softer will be in 2020 will be 1.2bn and mobile, I’ll claim will be at least half of that – a half a billion in 5 years
    20-25M headset will be in 2017
  • Descripción

    virtual reality VR market mapping radar and predictions for gaming insiders 2015 #gi #gi15 #vr vive rift oculus gearvr sony merge cardboard

    Transcripción

    1. 1. How Big Will VR Be?
    2. 2. This Presentation • Charting VR and its flavors • Audience • Timing • Size
    3. 3. Guy Bendov - Side-kick Games • The go-to team for media & tech companies for cutting edge games • Offices in Newport Beach, CA and Tel Aviv, Israel • Fueling VR - a mobile VR games publishing house
    4. 4. What is VR ? • MVP: Media output (audio/video/sensory) • Promise: Separates you from your current place… …transports you to another place… …With additional interfaces and hardware, a VR unit gives you the feeling of “presence” (VR Nirvana)
    5. 5. 2016 High End Tethered PC/Console Runs from a smart phone 2015
    6. 6. High End VR Promises “Presence” • New “reality quality” experiences • New level of immersion and emotions • A step toward the coveted “holodeck” • Affordable with a high-end rig
    7. 7. Mobile VR Promises “Accessibility” • Low price • “Big screen” experiences based on an existing small screen device • New unparalleled media viewing experience for the mass……with Past success
    8. 8. Consumer Market Interest is High • Survey by YouVisit with 1,000 adults • 11% of the respondents had tried VR • 30% on top of that who said they are interested • 18% of the 18-24 age group has experienced VR directly • The “VR interested” group represents a potential market of 86 market of 86 million people in the US
    9. 9. 30 Million Virtual Reality Headsets in Use in N America and EU by 2018 • Roy Taylor, corporate vice president of Alliances for AMD %80 %50
    10. 10. Timing
    11. 11. Opportunity in Numbers • The VR hardware market will hit $2.8 billion (£1.8 billion) by 2020 • The virtual reality industry to be worth up to $7 Billion within 5 years • CAGR of the VR hardware market is expected to be %99 from 2015 to 2020. (BI) • 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 Tractica • Oculus will sell about 1.5 million headsets in 2016. • Mobile VR attach rates” may reach 3% in the next five years (Deutsche Bank )
    12. 12. Games Are #1 Investment Interest
    13. 13. Summary • Consumers are interested – Even with current devices • Hardware and Software co’s see VR as a market driver for new hardware and software • Mobile VR will be the first to grow as a media device • Core gamers will want the “full VR experience” • First VR game adopters demo is late teens and young adults – Content and brands needs to be aligned • Timing for “inflection point” is somewhere in 2017 – Prepare now • Price points $2-5 for mobile, $ 40-60 for PC/Console
    14. 14. A New Mass Market Frontier “Each successive generation of technology has yielded different kinds of experience, and the games have fundamentally changed.….. ….VR is a reason to care, and it's going to yield this staggering orgasm of the new. ” John Riccitiello, CEO of Unity3D, former CEO of EA
    15. 15. Research / References / Read • Digi Capital http://www.digi-capital.com/reports/#augmented-virtual-reality • KZero http://www.kzero.co.uk/blog/consumer-virtual-reality-market-worth-13bn- 2018/?gclid=CNWtiKrSur4CFYXItAodu2sAow • Superdata https://www.superdataresearch.com/blog/global-games-market-2015/ • Newzoo http://www.newzoo.com/reports/ • Roadtovr http://www.roadtovr.com/ • Uploadvr http://uploadvr.com/
    16. 16. Thank you Guy Bendov VRGuy at Sidekick.co.il www.SidekickVRgames.com

    Notas del editor

  • VR is new and exciting but how does it affect your business ?
    When will it all happen ?
    What are the first trends to look at ?
    Will VR be new platform or stay as an accessory to the current main platform ?

    Participant will be provided with
    tools and viewpoints f
    rom market leaders and luminaries

    to help them strategize internally and adapt their business
  • Who will be wiling to invest in that ?
    Who will be able to stomach that ?
  • Who will be wiling to invest in that ?
    Who will be able to stomach that ?
  • Lets look at what market analysts tell us
    It’s a 22Bn opportunity, softer will be in 2020 will be 1.2bn and mobile, I’ll claim will be at least half of that – a half a billion in 5 years
    20-25M headset will be in 2017
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