Monday, 19 June 2017 23:18

V.R. Use Fueled by Gaming

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Virtual Reality (V.R.) has been slower to catch on in the U.S. despite the huge investments made by Google and Facebook. It is projected that 22.4 million people in the U.S. will engage with a form of V.R. at least monthly this year, up 109.5% over 2016, according to eMarketer.

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The V.R. category is being driven mainly by 360-degree photos and videos. The gaming industry is also driving growth of V.R. headset use. In 2017, 9.6 million people in the U.S. will use a headset to experience V.R. monthly, up 98.7% over last year.

While V.R. headsets provide a more immersive experience, adoption will remain low due to their often high cost. This year, only 2.9% of the U.S. population will use a V.R. headset at least monthly, eMarketer estimates, with that number growing to just 5.2% by 2019.

—Source: eMarketer’s AR and Virtual Reality (VR) Forecast 2017

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