This is our third post in the series presenting our market sizing forecast for the Consumer Virtual Reality sector. In the first post we scoped out addressable markets, HMD (and input device) penetration rates and unit sales. HMD and input device revenues were presented in the second post. Completing our market sizing forecast from 2014
Coming out later this year is Video Games: The Movie. Here’s the trailer and it features the Oculus Rift and Virtuix Omni. Further information: Order KZero Reports Sign-up for Virtual Reality News Weekly KZero Services
Taken from our latest market-sizing analysis for the consumer Virtual Reality market (order the free report here), this article present our forecasts and assumptions for hardware revenues. VR hardware revenue encompasses head mounted displays (HMDs) and input system devices such as gloves, treadmills and bodysuits as well as haptic feedback outputs. The first post in this
Building on our experience in producing market forecasts for the virtual world/MMO sector since 2006, in January 2014 we published the first ever market sizing forecast for the consumer virtual reality market. This forecast has now been updated and expanded to reflect the growing VR marketplace and the emergence of input devices to accompany HMDs.
Following the release of our Q2 Virtual Reality Hardware Radar map, we’re now in the process of updating it for Q3 2014. If you’re a start-up (pre or post funding) or operational company developing VR input systems including controllers, haptics, tracking devices and basically anything else VR related then let us know and we’ll include
In addition to our expertise in Virtual Product Placement into virtual worlds, MMOs and social games, we also track the overall market activity of brands in this space. This now includes the virtual reality sector and we’ve just released our Q3 2014 update of branded experiences in VR. This assessment includes official projects (sanctioned by
This is the second half of our summary review of the Oculus Rift kids/tween user testing research. In part one we covered research areas including headset comfort, game perspective preference, favourite game genres and game ideation. As a recap, the research objectives were as follows: Gaming Usage – how they reacted to wearing the Oculus Rift
Ok, so we’ve had a load of requests to include Roller Coasters in our series of game videos in virtual reality. Roller Coaster rides is one of the top ‘first experiences’ that people have with a VR headset (and you can download them here). Why? Because the person wearing the headset gets an immediate sense
Related post: Kids See Potential Beyond Gaming for Virtual Reality. Here’s a Slideshare presentation containing summary findings from our recent kids user testing research with the Oculus Rift. A full high-res version can be ordered here. Virtual Reality Kids User Testing from KZero Worldswide Further information: Order KZero Reports Sign-up for Virtual Reality News
In March we conducted what we believe to be the first ever qualitative user testing research with kids and tweens using the Oculus Rift. The research (in conjunction with Dubit) was a series of six one-hour play sessions with pairs of boys and girls aged seven to 12. Research Objectives We wanted to investigate the
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