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
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?
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.