July 2017 Virtual and Augmented Reality StatPack - Current Forecasts and the State of the - AMA Atlanta

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July 2017 Virtual and Augmented Reality StatPack - Current Forecasts and the State of the - AMA Atlanta
Virtual and Augmented Reality
StatPack
Current Forecasts and the State of the
Market
July 2017

Victoria Petrock
Contributors: Christopher Bendtsen, Ricky Costa

                                                  © 2017 eMarketer Inc.
July 2017 Virtual and Augmented Reality StatPack - Current Forecasts and the State of the - AMA Atlanta
VR and AR: What’s the difference?

                    Virtual reality (VR): VR fully immerses a user inside a
                    nonfixed visual environment, such as a virtual world or
                    experience. Examples of VR include 360-degree videos,
                    photos and product demos via any device (e.g., connected
                    TVs, desktops/laptops, mobile devices and headsets that let
                    users navigate through the experience), and games via head-
                    mounted displays (HMDs). Examples of VR headsets include
                    AuraVisor, Google Cardboard, Google Daydream View, HTC
                    Vive, Oculus Rift, PlayStation VR and Samsung Gear VR.

                    Augmented reality (AR): AR enables a user to interact with
                    virtual objects and other types of digital information that are
                    overlaid over the real world. Examples of AR include filters for
                    videos and photos (e.g., Snapchat Lenses); games (e.g.,
                    Pokémon Go); navigation (e.g., heads-up displays [HUDs]);
                    interactions with objects (e.g, Blippar, HP Aurasma); and 3-D
                    product demos and projections via headsets and smart
                    glasses.

     Source: VR headset: Hopkins; AR goggles: Felisberto Piazza; Icons via The Noun Project, licensed under CC by 3.0.   © 2017 eMarketer Inc.
July 2017 Virtual and Augmented Reality StatPack - Current Forecasts and the State of the - AMA Atlanta
eMarketer definitions

• Virtual reality (VR) users: Individuals of any age who experience VR content at least once per
  month via any device. This definition includes users who view 360-degree photos/videos and 3-D
  animations on any device, including desktops/laptops, mobile devices, game consoles or HMDs.
• 360-degree video: Video footage recorded using a collection of cameras, or an omnidirectional
  camera that enables the viewer to control the viewing direction. This format is also known as immersive
  video or spherical video.
• Head-mounted displays (HMDs): Devices used to experience VR and AR content that are held up
  to the eyes or worn on the head. HMDs are either stereoscope-style headset enclosures that can
  incorporate a smartphone, or dedicated HMDs that contain their own screens and are tethered to
  computers or game consoles. Examples include Oculus Rift, Google Daydream View and PlayStation
  VR. HMDs are also commonly referred to as “headsets.”
• VR headset users: Individuals of any age who experience VR content at least once per month via
  specialized HMDs.
• Augmented reality (AR) users: Individuals of any age who experience AR content at least once
  per month via any device.
• Smart glasses: Wearable computer glasses used in AR applications that display information that
  supplements what the wearer is seeing. Examples include Google Glass, Epson Moverio and Vuzix
  Blade 3000.
• Heads-up displays (HUDs): Transparent displays that project information and imagery onto a
  surface (often a windshield) without requiring viewers to look down or away from what they are focusing
  on. They are most often used in AR applications, as with aircraft or automobiles.

                                                                                                    © 2017 eMarketer Inc.
July 2017 Virtual and Augmented Reality StatPack - Current Forecasts and the State of the - AMA Atlanta
Virtual Reality

                  © 2017 eMarketer Inc.
July 2017 Virtual and Augmented Reality StatPack - Current Forecasts and the State of the - AMA Atlanta
42.9
million
people in the US will
be VR users by 2019

                                    That’s

                                    14.8%
                                    of the population

    Source: eMarketer, April 2017                   © 2017 eMarketer Inc.
July 2017 Virtual and Augmented Reality StatPack - Current Forecasts and the State of the - AMA Atlanta
The number of VR users in the US will more
than double in 2017
                                                                                      The number of users will grow
                                                                                      109.5% in 2017. The increasing
 60                                                              109.5%               popularity of 360-degree
                                                                                      photos/videos is driving growth.
 eMarketer’s forecasts
 include people who                                49.2   100%

 consume 360-degree
 photos/videos or 3-D
 animated VR content at
                                            36.7
 least once a month on
 any device.                                                                                  63.7%

                           22.4

           10.7                                                                                          34.1%

  0                                                        0%
            2016            2017            2018   2019      2017                      2018                    2019

      US Virtual Reality Users (millions)
                                                             US Virtual Reality User Growth (% change)

                Source: eMarketer, April 2017                                                            © 2017 eMarketer Inc.
July 2017 Virtual and Augmented Reality StatPack - Current Forecasts and the State of the - AMA Atlanta
Though VR penetration will remain relatively
low, it will continue to grow

  By 2019, nearly 15%
  of the US population                  20%
                                                                                                             17.5%
  and 17.5% of internet
  users will be VR
  users.                                                                           13.2%                         14.8%
                                         % of internet users

                                                              8.2%                         11.1%

                                         4.0%                          6.9%             % of population

                                               3.3%
                                        0%
                                          2016                  2017                  2018                  2019

                                          US Virtual Reality User Penetration (% of internet users and % of population)

        Source: eMarketer, April 2017                                                                            © 2017 eMarketer Inc.
July 2017 Virtual and Augmented Reality StatPack - Current Forecasts and the State of the - AMA Atlanta
Most VR is consumed on computers and
mobile devices

• VR generally falls into two categories:
  360-degree photo/video and 3-D
  animation. It can be consumed via                                       Desktop/laptop               Mobile                 Console
  desktop/laptop, mobile device, game
  console or HMD/headset.
• Most of today’s VR is consumed via
  desktops, laptops and mobile devices
  in the form of 360-degree photo/video.
• Specific HMDs used to view VR are
  designed to tether to one or another of                                        39.5%                    37.8%                 22.6%
  these devices. HMDs currently make
  up less than one-quarter of VR device
  sales.
• The majority of today’s VR content is
  related to gaming and entertainment,
  but there are also promising
  applications in other industries.

                                                                        Virtual Reality Device Sales Share Worldwide, by Type, 2016 (% of
                                                                        total)

             Source: SuperData Research and Unity Technologies, Feb 2017; eMarketer calculations                              © 2017 eMarketer Inc.
The majority of 360-degree photos/videos
are consumed via YouTube and Facebook

     Source: Facebook Newsroom; Google Blogs; Panorama graphic by mikicon from thenounproject.com   © 2017 eMarketer Inc.
360-degree photos and videos are the most
widely viewed type of VR content

                                               “YouTube has hundreds of thousands
                                                of 360-degree videos available.”

                                               —Amit Singh, Vice President, Business
                                               Operations, AR & VR, Google, February 2017

                                               “More than 25 million 360-degree photos
                                                and more than 1 million 360-degree
                                                videos [have been] posted on Facebook to
                                                date.”

                                               —Brent Ayrey, Product Director, and Christopher
                                               Wong, Software Engineer, Facebook, March 2017

     Source: Facebook Newsroom; Google Blogs                                         © 2017 eMarketer Inc.
The number of US VR headset users is
expected to double this year

 25
                                                           100%
                                                                          98.7%

                                                    17.2

                                           13.9
                                                                                                45.3%
                           9.6

                                                                                                                  23.4%
            4.8

  0
                                                           0%
           2016            2017            2018     2019        2017                     2018                    2019

      US Virtual Reality Headset Users (millions)                 US Virtual Reality Headset User Growth (% change)

               Source: eMarketer, April 2017                                                                © 2017 eMarketer Inc.
But VR headset users will still make up less
than half of total VR users

                                                   VR headset users                         Headset non-users

  VR headset
  users’ share of                    2016                              45.0%
  overall US VR
  users will decline
  over time. The                    2017                             42.7%
  sales and use of
  cheaper
  headsets will                     2018                         37.9%
  decrease, and
  more people will
  watch 360-                        2019                      34.9%
  degree photos
  and videos on                            0%                                                                              100%
  other devices.                            US Virtual Reality User Share, Headset Users vs. Non-Users (% of total)

         Source: eMarketer, April 2017                                                                                © 2017 eMarketer Inc.
A number of headsets are now on the market

 Google Cardboard                                  Samsung Gear VR                 Oculus Rift
    June 2014                                       November 2015                   May 2016

   PlayStation VR                                       HTC Vive              Google Daydream View
    October 2016                                       June 2016                 November 2016

       Source: Google; Samsung; Oculus; Sony Interactive Entertainment; HTC               © 2017 eMarketer Inc.
So far, Samsung Gear VR and PlayStation VR
lead the pack

         Samsung Gear VR                                                                                  60%

              PlayStation VR                                                        42%

                    Oculus Rift                             22%

                                                                                    The Samsung device’s
          Google Daydream                              18%                          popularity is likely a
                                                                                    function of its perceived
                                                                                    value at a relatively low
         Google Cardboard                                14%                        price.

                                        Virtual Reality Headsets Used by US VR Headset Owners (% of respondents)

     Source: Thrive Analytics, March 2017                                                                          © 2017 eMarketer Inc.
BI Intelligence expects
global VR headset shipments
will increase from

12 million
in 2017 to more than

55 million
in 2022
                                         That’s

                                         359%
                                         growth over the next
                                         six years

     Source: BI Intelligence, Feb 2017                   © 2017 eMarketer Inc.
Citigroup expects worldwide VR headset sales
to quadruple between 2017 and 2025

  50

                                                                            40
       VR hardware is
       expected to drive
       industry growth in the                                        30

       near term.

                          10

   0
                          2017                                       2020   2025

       Virtual Reality Headset Sales Worldwide (millions of units)

             Source: Citigroup Investment Research, Oct 2016                       © 2017 eMarketer Inc.
The US, Europe, China and Japan are among
the biggest markets for VR headsets

                    100%
                                  China
  $168 million in 2016                                                                 $384 million by 2020
                                  Japan
  $170 million in 2016                                                                 $705 million by 2020   VR device
                                                                                                              sales in these
                                                                                                              countries and
                                  US
  $576 million in 2016                                                                 $2.1 billion by 2020   regions are
                                                                                                              forecast to
                                                                                                              reach $5.6
                                                                                                              billion by
                                  Europe                                                                      2020.
  $632 million in 2016                                                                 $2.4 billion by 2020

                       0%
                         2016          2017          2018         2019          2020

                           Virtual Reality Device Sales in Select Countries/Regions
                           (millions/billions and % of total)

          Source: UBS, Jan 2017                                                                                  © 2017 eMarketer Inc.
VR headset users generally have positive
things to say about them

  Most consumers
  who purchased
  headsets reported
  experiences that
  met or exceeded
  their expectations.

                                      © 2017 eMarketer Inc.
But many consumers remain lukewarm

 Fewer than

 15%                of internet
 users worldwide are
 interested in purchasing
 a VR headset...

                                        while   59.6% are
                                        not interested and

                                        25.6% are
                                        unsure

      Source: Gamer Network, Feb 2016                        © 2017 eMarketer Inc.
Lack of interest and cost are the biggest
obstacles to headset adoption

 Older people are
 more likely to say
 they aren’t                  Just not interested                                                                53%
 interested, but less
 likely to be
 concerned about                     Too expensive                                                   43%
 motion sickness.
                               May cause motion
                                                                 14%
                                   sickness

                                                                                               Younger people are
                                   Lack of content            12%
                                                                                               more concerned about
                                                                                               cost and more likely to
                                                                                               worry about a lack of
                        Poor quality of content            3%                                  content for headsets.

                                                     Reasons that US Internet Users Are Not Interested in Owning a Virtual
                                                     Reality Headset (% of respondents)

          Source: Thrive Analytics, March 2017                                                                      © 2017 eMarketer Inc.
Augmented Reality

                    © 2017 eMarketer Inc.
The number of AR users in the US is also
steadily rising

  60                                                      50%

 eMarketer’s forecasts                             54.4
 include people who                         48.1
 consume AR content at
 least once a month on
                       40.0                                     30.2%
 any device.

          30.7                                                                     20.1%

                                                                                                 13.1%

                                                          0%
   0                                                        2017               2018                2019
          2016              2017            2018   2019

       US Augmented Reality Users (millions)                US Augmented Reality User Growth (% change)

            Source: eMarketer, April 2017                                                   © 2017 eMarketer Inc.
54.4
million
people in the US will
use AR by 2019

                                    That’s

                                    16.4%
                                    of the US population

    Source: eMarketer, April 2017                   © 2017 eMarketer Inc.
The global AR market will
be worth more than

$165 billion
by 2024

                                           That’s a compound
                                           annual growth rate
                                           (CAGR) of

                                           81%
                                           between 2016 and 2024

    Source: Global Market Insights, 2017                   © 2017 eMarketer Inc.
By 2019, nearly one-fifth of US internet users
will be AR users

    25%

                                                                                            19.4%
          % of internet users
                                                                   17.3%
                                       14.7%
                                                                                                16.4%
   11.5%                                                                        14.6%
                                                 12.3%

            9.5%
                                           % of population

     0%
       2016                               2017                             2018              2019

          US Augmented Reality User Penetration (% of internet users and % of population)

       Source: eMarketer, April 2017                                                                © 2017 eMarketer Inc.
Right now, there are more US AR than VR users

    25%

                                                                                                       ... but VR
                  AR users                                                                 16.4%       use is
                                                             14.6%
                                                                                                       growing
                                                                                               14.8%
                                   12.3%                                                               more quickly,
                                                                                                       from a
   9.5%                                                              11.1%                             smaller base.

                                            6.9%       VR users
   3.3%

     0%
       2016                          2017                     2018                      2019

          US Virtual Reality vs. Augmented Reality User Penetration (% of population)

          Source: eMarketer, April 2017                                                                       © 2017 eMarketer Inc.
AR content can be viewed with several
types of devices

                                                                                                     Smart glasses and
Handheld devices                                           HUDs
                                                                                                     HMDs

      Source: HUD: Hyundai Australia; Smart glasses: Epson; Handheld device: zedinteractive from Pixabay         © 2017 eMarketer Inc.
Most of today’s AR experiences take place
on handheld devices

           Smart                     HMDs                                   Mobile devices
          glasses

          15.8%                      35.8%                                      48.4%

     0%                                                                                      100%
            Augmented Reality Device Revenue Share Worldwide, by Type, 2016 (% of total)

     Source: Technavio, 2017                                                                        © 2017 eMarketer Inc.
Apps and filters for mobile devices are
among the most popular AR uses right now

Snapchat and Instagram                          Facebook Messenger
   lenses, filters and                          filters, 3-D masks and   Pokémon Go
        stickers                                camera effects

         Source: Snap Inc.; Facebook; Darren Mark Domirez from Flickr          © 2017 eMarketer Inc.
Shipments of dedicated VR hardware dwarf
shipments of AR hardware

  VR hardware is
  much further along
  on the development
  and adoption curve;
  much of the AR
  hardware remains
  experimental.

                                    © 2017 eMarketer Inc.
But AR hardware is expected to generate
more revenues than VR hardware by 2021

   $120                                                                                                             $120

               AR devices have more
               potential to begin
               replacing smartphones,
               and to become more
               widely used as work tools.                                 AR hardware

                                                                                                    VR hardware
                                                                       $18
                                                            $9                                                $10
        $2
   $2                                                                    $10
                                                                 $9
     $0
       2016           2017         2018         2019        2020        2021     2022        2023     2024   2025
                                                               Axis Title

              Augmented Reality vs. Virtual Reality Hardware Revenues Worldwide (billions)

          Source: Citigroup Investment Research, Oct 2016                                                     © 2017 eMarketer Inc.
Both VR and AR have use cases in many
industries

                           Travel, Tourism &
Video Gaming                Transportation                                  Real Estate                            Healthcare

                                    Retail &                                                                          Digital
 Automotive                                                                  Education                             Entertainment
                                   Marketing

      Source: Doctor: IYIKON; Car: Dinosoft Labs; House: ranjit kumar; Airplane: Gan Khoon Lay; Mortarboard: amy       © 2017 eMarketer Inc.
      morgan; Shopping cart: Made; Movie camera: Storm; All icons from thenounproject.com
Gaming and entertainment will continue to
drive revenues in the near term

                                     © 2017 eMarketer Inc.
By 2025, AR and VR revenues worldwide are
expected to reach at least $569 billion

       100%
  $0                                                                                                                   Although
                                                                                   Commerce
                                                                                                        $163 billion   software,
                                                                                                                       service and
 $4 billion                                                                                                            content will
                                                                                                                       make up the
                                                                                                                       largest
                                                        Software, service & content
                                                                                                                       portion of
                                                                                                        $276 billion   AR/VR
                                                                                                                       revenues by
                                                                                                                       2025,
                                                                                                                       commerce
 $4 billion                                                                                                            will grow
                                         Hardware                                                       $130 billion   from $0 to
                                                                                                                       $163 billion.
        0%
          2016       2017       2018      2019       2020       2021   2022    2023      2024      2025

               Augmented and Virtual Reality Revenues Worldwide, by Segment (billions and % of total)

              Source: Citigroup Investment Research, Oct 2016                                                           © 2017 eMarketer Inc.
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