Virtual reality is hot now but it may take six to eight years to hit critical mass
The most significant conclusion of a new report about the VR industry is “that it will be several years at a minimum before consumer virtual reality is a major market.
"And that’s in large part due to the fact that there is no killer app on the immediate horizon,” writes Daniel Terdiman of Fast Company about the VR Industry Report: April 2016 produced by Greenlight VR and Road to VR
Terdiman provides an overview and highlights of the report, which is very useful considering a downloadable version of the actual report will cost you $995. He writes that the study “offers a 10-year roadmap for the VR ecosystem.” The findings include that researchers forecast 2 million (non-Google Cardboard) headsets will be sold to consumers in 2016 and 36.9 million in 2020.
He adds, “…the VR industry is still six to eight years away from hypergrowth or a tipping point in adoption of the medium. That said, the study predicted that by the end of 2025, there are likely to be 135.6 million VR headsets in use, of which 122 million will be mobile.
Terdiman’s overview provides a good start for understanding what’s going on in the VR industry, and determining if the actual report might be useful to you and your organization.