Virtual Reality: Disrupting the Entertainment Experience


LONDON, June 22, 2017 — 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.

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1.0 Report Summary

Purpose of Report
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. Finally, this report identifies future
innovations that are likely to impact the virtual reality industry and shape its trajectory. The primary geographic focus is on the U.S. market, though virtual reality headsets are being sold globally.

Research Approach/Sources
The Virtual Reality: Disrupting the Entertainment Experience uses information drawn from multiple sources:
– Company websites and related secondary research
– Reports from exclusive product and prototype previews
– Parks Associates analyst briefings with companies in the virtual reality market
– Parks Associates consumer research studies and surveys:
o 360 View: Connected CE Adoption and Trends
o American Broadband Households and Their Technologies Q1 2017
o American Broadband Households and Their Technologies Q1 2016
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