Virtual Reality Marketing Analysis

VR Market Analysis

For this blog, I will be getting an insight of the market for Virtual Reality itself. So if I were a real game developer myself, there are quite a lot of research to be done in order to make sure the game I am developing stand a chance in the market.


Virtual Reality in Gaming Market?
  • Several start-ups are developing prototypes for using the virtual reality technology in video games, which is expected to impact the growth favorably over the years to come.
  • In 2015, the U.S. VR in gaming market accounted for the largest revenue share; however, China is expected to emerge as a key regional market by 2025.

U.S. virtual reality in gaming market by device, 2014 - 2025 (USD Billion)

  •  Most of the virtual reality input devices are prototypes, and companies are investing heavily in Research & Development (R&D) to build consumer versions which can be connected to consoles, desktops, and smartphones.



VR/Games Buyers


·      According to the charts that I have found, most of the VR consumer are male. They have a much bigger lead when it comes to virtual reality, with 85.7 percent showing interest, compared to a much smaller 14.3 percent in the female group. This will allow me to find my target audience for the virtual reality game I am developing. As for the genre itself, I will need to go a little deeper into it for the the upcoming blog as demographic will be analysed.


Why VR implementation?
       
It is simple actually, Virtual reality is slowly becoming more than just a gimmick as a lot of company started utilizing it. I wanted to take this opportunity to boost the market by developing an innovative games and help the platform to grow, so in the future we game devs can profit from it. I did it because I am trying to saturate the market in order to make Virtual Reality more accessible to the consumer.

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