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Elena Lobova
iLogos CEO
Imagine...
VR is a new mobile?
75
38
13
4 3,5 3 2,5 35
YEARS
YEARS
YEARS
YEARS YEARS YEARS YEARS
DAYS
Reaching 50 million users
VR is sexy
Increased number
of investments in past
5 years
Enormous interest
in media
If this is something
Facebook does, I have
to do it
Where is the market?
Total investments
in VR and AR reached
$6.1B between 2012 and 2015
More than 800 VR
games are in
development now
Nearly 300 companies
and 40k employees
in the industry
Total worldwide market for the Virtual Reality gaming hardware,
software and peripherals market, 2016 E
2015
$662M
$ 1.8 M
$ 121 M
$ 540 M
2016e
$5.1 B
$ 0.7 B
$ 3.5 B
$ 1.0 B
2017e
$8.9 B
$ 1.5 B
$ 5.9 B
$ 1.5 B
2018e
12.3$ B
$ 2.7 B
$ 6.8 B
$ 2.8 B
$ 5.1b
Mobile PC Console
Funding raised by Virtual and Augmented Reality
companies, 2015E
notable
investments
to date:
Where is the money?
Notable Investments and Acquisitions
$ 592 M
$ 131 M
$ 110 M
$ 100 M
$ 94.8 M
$ 56 M
$ 44 M
$ 2b
the most notable
exit to date:
magic leap
Game Development
Camera Tech
Peripherals
3D Engines
Social VR
Headsets 60%
30%
4%
3%
3%
1%
Where is the money?
Investment ratios by VR sector
2012 – 2015
Who’s in the game?
Investors
Private
Equity Investors
Tech Development
Investors
Content
Marketplaces
Capture, Production
& Delivery Software
Game Engines
Headset
Manufacturers
Platform Hardware
Manufacturers
Peripheral
Manufacturers
Game Makers
Brands
Other Entertainment
Providers
Analytics
Other B2B
& Enterprise Uses
Software, Platforms
& Delivery Services
Hardware
manufacturers
Content
developers
LIGHT
MOBILE VR
Notable devices
Google Cardoard
($10-120)
Supporting hardware
Smartphone ($350+)
71%
PREMIUM
MOBILE VR
7%
Notable devices
Samsung Gear VR ($100)
Supporting hardware
Samsung Galaxy
Smartphone ($500+)
17%
PC VR
Notable devices
Oculus Rift, HTS Vive
($300-700+)
Supporting hardware
Gaming PC ($1000+)
CONCOLE
VR
Notable devices
Playstation VR
($400-600)
Supporting hardware
Playstation 4 ($350)
5%
Who’s leading the pack?
Low immersion
(low end)
Wireless
headsets
Wired
headsets
Wired
headsets
LIGHT
MOBILE VR
Notable devices
Google Cardboard
($10-120)
Supporting hardware
Smartphone ($350+)
71%
PREMIUM
MOBILE VR
7%
Notable devices
Samsung Gear VR ($100)
Supporting hardware
Samsung Galaxy
Smartphone ($500+)
17%
PC VR
Notable devices
Oculus Rift, HTC Vive
($300-700+)
Supporting hardware
Gaming PC ($1000+)
CONSOLE
VR
Notable devices
Playstation VR
($400-600)
Supporting hardware
Playstation 4 ($350)
5%
Who’s leading the pack?
Who’s leading the pack?
Nothing really new
in the games industry for more
than 5 years
The growth of smartphones
has lowered the price
of processing power
People are excited about
VR and awareness
is growing
Gamers will be (are?)
the early adopters of VR
An opportunity for small developers
while larger publishers are taking
a wait-and-see approach
A blue ocean of new genres
and other opportunities
Why now?
Why not now?
Market size is still
very small
No success
stories
Too much excitement can lead
to overvaluation
(e.g., technology bubble)
Technology is still
not perfect
Physical and mental
health concerns
What’s next?
Oculus
starts shipping on March
28th, 2016
Acquired AR software
market Metaio
and hired a VR expert
Reportedly has projects
under the hood
in its computer vision R&D
department
HTC Vive pre-orders
to open on February 29th,
2016
PlayStation VR will
be coming in the first half
of 2016
Waiting for Google,
Apple and Amazon to join
the pack
THE INDUSTRY IS WAITING
to hear what two sleeping giants are up to
What’s next?
Starting in 2016, VR will be
in the consumer market
permanently
The worldwide market for VR gaming
will reach around $5B in 2016
and $60-200B in 2025 with an install
base of 55M and 500-1000M
consumers accordingly
Consumers will use their
smartphones to first explore Virtual
Reality, before committing
to the more expensive platforms
(around 70% of the market
in 2016)
What’s next?
Headsets sales will grow
dramatically each year
(especially wireless),
as well as the their variety
Microsoft will join PlayStation
with the headset for XBox
New VR game genres
will appear
Next generation VR with hand
tracking, full body tracking
and finally eye tracking
User created content
(starting from videos 360)
The technology improves,
the cost drops
What’s next?
Augmented reality will be
the next big thing, even bigger
than VR
The mix of AR & VR
Travelling Time travelling Movies Live streaming
TV,
Reality Shows
Adult
entertainment
Education,
Healthcare, Courtrooms
Theme park
and Attraction
VR Social
networks
This is not the end of innovation.
It’s not even the end of the beginning. It’s only the beginning
of the beginning.
Welcome to 2016
The Year of VR Dawn
The Future is Now
Elena Lobova
iLogos CEO
THANK
YOU

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Олена Лобова “VR: The Future is Now?”

  • 3.
  • 4. VR is a new mobile?
  • 5. 75 38 13 4 3,5 3 2,5 35 YEARS YEARS YEARS YEARS YEARS YEARS YEARS DAYS Reaching 50 million users
  • 6. VR is sexy Increased number of investments in past 5 years Enormous interest in media If this is something Facebook does, I have to do it
  • 7. Where is the market? Total investments in VR and AR reached $6.1B between 2012 and 2015 More than 800 VR games are in development now Nearly 300 companies and 40k employees in the industry
  • 8. Total worldwide market for the Virtual Reality gaming hardware, software and peripherals market, 2016 E 2015 $662M $ 1.8 M $ 121 M $ 540 M 2016e $5.1 B $ 0.7 B $ 3.5 B $ 1.0 B 2017e $8.9 B $ 1.5 B $ 5.9 B $ 1.5 B 2018e 12.3$ B $ 2.7 B $ 6.8 B $ 2.8 B $ 5.1b Mobile PC Console
  • 9. Funding raised by Virtual and Augmented Reality companies, 2015E notable investments to date: Where is the money? Notable Investments and Acquisitions $ 592 M $ 131 M $ 110 M $ 100 M $ 94.8 M $ 56 M $ 44 M $ 2b the most notable exit to date: magic leap
  • 10. Game Development Camera Tech Peripherals 3D Engines Social VR Headsets 60% 30% 4% 3% 3% 1% Where is the money? Investment ratios by VR sector 2012 – 2015
  • 11. Who’s in the game? Investors Private Equity Investors Tech Development Investors Content Marketplaces Capture, Production & Delivery Software Game Engines Headset Manufacturers Platform Hardware Manufacturers Peripheral Manufacturers Game Makers Brands Other Entertainment Providers Analytics Other B2B & Enterprise Uses Software, Platforms & Delivery Services Hardware manufacturers Content developers
  • 12. LIGHT MOBILE VR Notable devices Google Cardoard ($10-120) Supporting hardware Smartphone ($350+) 71% PREMIUM MOBILE VR 7% Notable devices Samsung Gear VR ($100) Supporting hardware Samsung Galaxy Smartphone ($500+) 17% PC VR Notable devices Oculus Rift, HTS Vive ($300-700+) Supporting hardware Gaming PC ($1000+) CONCOLE VR Notable devices Playstation VR ($400-600) Supporting hardware Playstation 4 ($350) 5% Who’s leading the pack? Low immersion (low end) Wireless headsets Wired headsets Wired headsets LIGHT MOBILE VR Notable devices Google Cardboard ($10-120) Supporting hardware Smartphone ($350+) 71% PREMIUM MOBILE VR 7% Notable devices Samsung Gear VR ($100) Supporting hardware Samsung Galaxy Smartphone ($500+) 17% PC VR Notable devices Oculus Rift, HTC Vive ($300-700+) Supporting hardware Gaming PC ($1000+) CONSOLE VR Notable devices Playstation VR ($400-600) Supporting hardware Playstation 4 ($350) 5% Who’s leading the pack?
  • 14. Nothing really new in the games industry for more than 5 years The growth of smartphones has lowered the price of processing power People are excited about VR and awareness is growing Gamers will be (are?) the early adopters of VR An opportunity for small developers while larger publishers are taking a wait-and-see approach A blue ocean of new genres and other opportunities Why now?
  • 15. Why not now? Market size is still very small No success stories Too much excitement can lead to overvaluation (e.g., technology bubble) Technology is still not perfect Physical and mental health concerns
  • 16. What’s next? Oculus starts shipping on March 28th, 2016 Acquired AR software market Metaio and hired a VR expert Reportedly has projects under the hood in its computer vision R&D department HTC Vive pre-orders to open on February 29th, 2016 PlayStation VR will be coming in the first half of 2016 Waiting for Google, Apple and Amazon to join the pack THE INDUSTRY IS WAITING to hear what two sleeping giants are up to
  • 17. What’s next? Starting in 2016, VR will be in the consumer market permanently The worldwide market for VR gaming will reach around $5B in 2016 and $60-200B in 2025 with an install base of 55M and 500-1000M consumers accordingly Consumers will use their smartphones to first explore Virtual Reality, before committing to the more expensive platforms (around 70% of the market in 2016)
  • 18. What’s next? Headsets sales will grow dramatically each year (especially wireless), as well as the their variety Microsoft will join PlayStation with the headset for XBox New VR game genres will appear
  • 19. Next generation VR with hand tracking, full body tracking and finally eye tracking User created content (starting from videos 360) The technology improves, the cost drops What’s next?
  • 20. Augmented reality will be the next big thing, even bigger than VR The mix of AR & VR
  • 21.
  • 22. Travelling Time travelling Movies Live streaming TV, Reality Shows Adult entertainment Education, Healthcare, Courtrooms Theme park and Attraction VR Social networks
  • 23. This is not the end of innovation. It’s not even the end of the beginning. It’s only the beginning of the beginning.
  • 24. Welcome to 2016 The Year of VR Dawn The Future is Now