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QTMA 2015 -‐ 2016 1
Nikole Benson, Colson Donohue, Forrest Herlick
November 27th, 2015
QTMA 2015 -‐ 2016 2
Agenda
Forecasts VR Chain
Applications and Implications
Timeline Conclusion
1 2
3
4 5
Forecasts
Widespread adoption in the next 3-5 years
Impact across many markets
$120 Billion valuation of VR and AR markets by 2020
The VR Chain
Cameras
Hardware
Distribution
Software
LytroImmerge LucidCam GoPro
OdysseySamsungProjectBeyond
Cameras
LytroImmerge
LucidCam
Game Development
Software
Video Delivery
Distribution
Apps/Games
Commercial Use
New York Times VR
Applications• Education &
Training• Gaming
• Mobile Work
• Tourism
• Prototyping
• Sports
• Retail
Education & Training
Gaming
155 million
users
+$86 Billion InWorldwideRevenue
daily
Mobile Work
Immersive face-to-face mobile conversations
Removing the barrier of location
Tourism
Catalysts
Retail
Today: nearly halfof Canadian Internet Users
shop onlineonce per month
2015First consumer models of VR hardware hit the market.VR hardware sales = $1.4 Billion
Timeline
2017VR hardware sales reach: $2.4 Billion
2018VR headsets become lighter and more mobile
2020$120 Billion valuation of VR & AR industries
2016Oculus Touch released
Minecraftsupporting Oculus Rift,Q2 2016
2019$85 Billion in revenue for AR & VR industries
Conclusion
Thank YouQ & A