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Published: Nov, 2015 | Pages:
19 | Publisher: Market Intelligence & Consulting Institute
Industry: Consumer Electronics | Report Format: Electronic (PDF)
Following Facebook's decision to purchase Oculus VR, a VR (Virtual Reality) company, for US$2.0 billion, VR again grabbed headlines. With more branded HMDs (Head Mounted Displays) waiting in the pipeline that are poised to be released in the first half of 2016, more hardware and software vendors are devoted to the development of VR applications. This report examines the latest development of VR from three dimensions: key hardware, digital media content, and investment opportunities, with an aim to provide insights into VR trends of the future. Key Topics Background for Facebook's acquisition of Oculus VR Projected development of VR from the perspective of key hardware, including PC/console-based and mobile-based VR headsets Projected development of VR from the perspective of digital media content, including video content and digital games Projected development of VR from the perspective of investment opportunities, touching on changes in venture capital investments for VR in 2014 versus 1H 2015 and the different highlighted areas of venture capitals and leading IT brands towards VR Key Compaines 13th Lab AltspaceVR ANTVR Avegant Deepoon EEVO Envelop VR Facebook FOVE Freefly Google High Fidelity Homido HTC Improbable Legendary Pictures Lion Gate Lytro Magic Leap Matterport MindMaze Mojing nDreams NextCore Nimble VR Nod Labs Oculus OSVR Pebbles Interfaces Reload Studios Resolution Games Samsung Sony Steam Surreal Vision Valve VRIDEO Wear VR WEVR WorldViz YouTube Zeis
Table of Contents 1.Virtual Reality Has a Full Range of Hardware in Place 1.1 PC/console-based VR Headsets Offer Higher User Experience but Costly 1.2 Mobile-based VR Headsets Have Lower Entry Barriers 2.Multimedia Content Production Still Encounters Challenges 2.1 Video Content 2.2 Digital Games 3. Venture Capitals and IT brands Have Different Highlighted Areas 3.1 Venture Capitals Take Aims at Virtual Content Production 3.2 Leading Brands Continue to Focus on VR Immersive Applications MIC perspectives PC/Console-based VR Headsets as Better Investment Options Multimedia Content Key for VR Monetization Multimedia Content Making Tools and Platforms, and Enhanced Immersive Experience are What Counts Appendix Glossary of Terms List of Companies
List of Tables Table 1: Comparison of Branded PC/Console-based VR Headsets Currently Available Table 2: Comparison of Mobile-based VR Headsets Currently Available Table 3: Profile of Major VR HMD Headset Investees in 1H 2015 List of Figures Figure 1: Changes in Total Value of Venture Capital Investments for VR, 2014 - 1H 2015 Figure 2: Global VR Venture Capital Investment Options, 1H 2015"
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