Global VR Market Report: Sony accounts for nearly one-third of the market share in the next five years

Recently, the market research and industry analysis agency 01CONSULTING released the "2016 to 2020 Global Virtual Reality Market Analysis Report". According to the data provided by the report, in the hardware field, Sony, Facebook, Google and Samsung accounted for half of the market, of which Sony took the lead with a 30% share, followed by Facebook with 11% followed by Google ranked 3rd and 4th. The share with Samsung is 8% and 7% respectively.

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The report researched more than 40 products from more than 30 companies in hardware, software, and content, and analyzed the revenue, shipments, and usage of the products. Its key findings:

In 2016, hardware manufacturers dominated the market. Among them, Sony (PSVR) is the largest market share, accounting for nearly one-third of the market share. This is mainly because the sold of 40 to 50 million PS is the perfect upgrade target for PS VR, and the price of the helmet from $300 to $400 is the best balance point.

Faccebook and Google are ranked 2 or 3, but their share is far from Sony. Facebook has Oculus, and Google has launched Card Board, Day Dream, and TIlt Brush. These products are either too low-end (not enough experience), or the price is too high is the key to shipments lower than Sony, of course, these two have no user base set by Sony PS. Despite this, with their respective brand recognition and technical advantages, Facebook and Google still earned hundreds of millions of dollars in revenue in 2016.

Ranked 4 and 5 are Samsung and HTC. Samsung's Gear VR has a 7% market share. HTC benefited from the partnership with Valve, and its Vive headset also received a 6 percentage point share. Among the domestic brands, Xiaomi is the only manufacturer that appears in the report, with a 4% share.

The share of content providers dominated by game makers is ranked lower. Of course, this situation should be improved next year. Because it is generally hardware-first, but the content can produce more value. After the number of terminals is sufficient, content creation such as games, mobile apps, desktop applications, etc. should accelerate.

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Another trend worthy of attention is that job-oriented VR is beginning to emerge, with VR applications in areas such as collaboration, education, military, research, and medical.

Comments: In fact, it can be seen from the report that in addition to Sony's market share has smashed a few streets in the back row of companies, most of the company's percentage points are similar, from the recent black five major head sales can also be seen, PS VR benefits from his price and the base of PS diehard powder. And htc vive wants to reduce the cost of Lighthouse, and obviously wants to increase sales from the price. As the hottest game of VR content, it is also the strength of Sony. So whether it is from the price or content, Sony is now in front of the major manufacturers.

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