Commentary

Movies And Games Lead Interest in Virtual Reality

A new study from Futuresource Consulting  finds that, though we’re still at the front edge of the VR market, tabulated data from 3,000 consumers in the U.S. and Western Europe found that 39% were most interested in watching or experiencing VR movies, followed closely by games, TV/music videos, educational content, and sports. The study also projects the consumer VR content market reaching $8.3 billion by 2020.

Types of Virtual Reality Content Viewers Interested In Experiencing ((U.S., France, Germany and UK; % of Respondents)

Content

% of Respondents

Movies

39%

Games

38%

TV/Music videos

27%

Educational

26%

Sports

26%

Source: Futuresource Consulting, February 2016

According to the report, the VR platforms covered in the study, such as the Oculus Rift, HTC Vive and Sony’s PlayStation VR, should be good news for programmers and studios that are pursuing VR, in addition to Discovery, Fox Sports, SyFy, as well as relative newcomers such as Baobab Studios, coming off a $6 million “A” round led by Comcast Ventures.

Additionally, says eMarketer, Greenlight VR and Touchstone Research discovered that 79% of GenZ (aged 10-17) U.S. Internet users were the most interested in VR, followed by Millennials (73%), GenX (70%), and Baby Boomers (64%).

More on this topic is forthcoming from innovators in the field, says the report: The Diffusion Group (TDG); Littlstar; Merge VR; and Baobab Studios.

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