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Virtual Reality: Disrupting the Entertainment Experience

Report Code : par0009
Published Date : 14 June, 2017 | No of Pages: 47

  • Report Description
  • Table of Contents
  • Tables And Figures
  • Related Reports
Virtual reality has the potential to impact multiple industries with its versatility and ever-increasing applications, including entertainment, communication, and productivity, among others. With devices entering the market and consumers gaining interest in the technology, both hardware companies and content creators are eager to leverage VR technology to redefine the user experience. This report studies virtual reality hardware including headsets and peripherals. It assesses five VR headset market leaders, their products, and their strategies, as well as additional noteworthy headsets both on market and in development. It explains the differences among the various VR techniques and assesses how these methods are shaping VR product development. This report includes five-year global forecasts of households adopting VR headsets.

Virtual Reality: Disrupting the Entertainment Experience
Table of Contents:

1.0. Report Summary
1.1. Purpose of Report
1.2. Research Approach/Sources

2.0. Virtual Reality Market Overview
2.1. VR Headset Categories
2.2. VR Headset Adoption
2.3. Key Factors Limiting Mainstream Adoption

3.0. VR Product Details and Company Strategies
3.1. Facebook / Oculus / Rift
3.1.1. Vision and Strategy
3.1.2. Headset Details
3.2. HTC / Vive
3.2.1. Vision and Strategy
3.2.2. Headset Details
3.3. Sony / PlayStation VR
3.3.1. Vision and Strategy
3.3.2. Headset Details
3.4. Samsung / Gear VR
3.4.1. Vision and Strategy
3.4.2. Headset Details
3.5. Google / Daydream VR
3.5.1. Vision and Strategy
3.5.2. Headset Details
3.6. VR Headset Comparisons: Strengths and Weaknesses
3.7. Other Headsets of Note
3.7.1. Oculus Santa Cruz
3.7.2. Intel’s Project Alloy
3.7.3. Sulon Q
3.7.4. Alcatel Vision
3.7.5. Windows 10 VR Headsets
3.7.6. Fove VR
3.7.7. StarVR
3.7.8. OSVR

4.0. Supporting Technology and Peripherals
4.1. Tracking and Control
4.1.1. Rotational Tracking
4.1.2. Positional Tracking
4.1.3. Hand and Body Tracking and Control
4.1.4. Eye Tracking and Control
4.1.5. Sensor Fusion
4.2. Future Innovations

5.0. Forecast: Global Virtual Reality Headset Penetration, 2017-2021
5.1. Forecast Assumptions
5.2. Forecast Methodology

6.0. Implications and Recommendations

7.0. Appendix
7.1. Glossary
7.2. Index
7.3. Image Sources
List of Figures:

  • Virtual Reality Timeline
  • VR Head-mounted Display Tiers
  • VR Headsets: Ownership, Purchases, and Purchase Intentions
  • Consumer Familiarity with VR/AR Headsets
  • Appeal of VR Use Cases to Purchase Intenders
  • User Experience with Virtual Reality Headsets
  • Oculus Rift Profile
  • HTC Vive Profile
  • PlayStation VR Profile
  • Gear VR Profile
  • Daydream VR Profile
  • Leading VR Headset Comparisons: Strengths and Weaknesses
  • VR Movement: Six Degrees of Freedom
  • Consumer VR Headset Forecast Methodology
  • VR Global Forecast: Households Owning VR Devices by Region, 2017-2021
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