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The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
THE STATE OF THE VR INDUSTRY
& THE VIRTUAL CONSUMER
VRX Europe, May 2017
@stephinaners | @VR_Intelligence | #VRXEurope
2
The SuperData Arcade and Player Profile
are the world's most robust and only
cross-plaIorm business intelligence tools
on the worldwide games market.
The Arcade and Player Profile allow users
to:
• Gain a comprehensive overview of the digital games
market, across plaIorms, Mtles and markets.
• Learn beyond the numbers, seeing what players like and
why.
• Create custom queries and segmentaAon across all data and
export to .csv or PDF format for full analyMcal control and
presentaMons.
• Spot opportuniAes early and find out when key compeMtors
struggle to maintain conversion rates and average spending.
• AutomaAcally receive custom data pulls by email as soon as
updates are available.
To arrange a demo, contact Sam Barberie at
sam@superdataresearch.com.
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
3
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
The VR Data Network is the first industry collaboration to quantify and validate the global VR
market.
• Partners include headset makers, developers and ad networks
• Partners get ongoing insights and data to improve strategy
• Reviewing applications now
To apply, visit www.superdataresearch.com/superdata-vr-data-network/
VR Data Network
@stephinaners | @VR_Intelligence | #VRXEurope
4
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
STEPHANIE LLAMAS
VP, Research & Strategy
Head of Immersive Tech Insights
stephanie@superdataresearch.com
@stephinaners
@VR_Intelligence
#VRXEurope
THE VIRTUAL REALITY INDUSTRY:
PAST, PRESENT AND FUTURE
5
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
@stephinaners | @VR_Intelligence | #VRXEurope
2016 2017 2018 2019 2020
$1.8B
$4.9B
Consumer software/services
Hardware
6
Virtual Reality consumer revenue by segment: 2016-2020E
Billions of USD, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
2016 2017 2018 2019 2020
$1.8B
$4.9B
Consumer software/services
Hardware
7
Virtual Reality consumer revenue by segment: 2016-2020E
Billions of USD, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
2016 2017 2018 2019 2020
$1.8B
$4.9B
Consumer software/services
Hardware
Total earnings will rise
168% from 2016 to 2017.
8
Virtual Reality consumer revenue by segment: 2016-2020E
Billions of USD, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights
9
@stephinaners | @VR_Intelligence | #VRXEurope
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights
10
25%
50%
75%
100%
1960 1970 1980 1990 2000 2010 2020E
Color TV
VCR
PC
Internet
Cell phone
MAJOR U.S. TECHNOLOGY ADOPTION RATES BY HOUSEHOLD
@stephinaners | @VR_Intelligence | #VRXEurope
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights
11
25%
50%
75%
100%
1960 1970 1980 1990 2000 2010 2020E
MAJOR U.S. TECHNOLOGY ADOPTION RATES BY HOUSEHOLD
VR
@stephinaners | @VR_Intelligence | #VRXEurope
2016 2017 2018 2019 2020
Total earnings will rise
168% from 2016 to 2017.
VR soLware revenue will
reach $20B by 2020,
surpassing hardware
earnings for the first Pme.
$1.8B
$4.9B
12
$13.6B
$23.4B
$37.7B
Consumer software/services
Hardware
Virtual Reality consumer revenue by segment: 2016-2020E
Billions of USD, worldwide
Gap of
disappointment
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
Oculus Ri]
HTC Vive
PlayStaMon VR
Samsung Gear VR
Google Daydream 0.3M
4.5M
0.8M
0.4M
0.2M
13
Sell-through shipments by headset: 2016
Millions, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
6.3M
2016
Oculus Ri]
HTC Vive
PlayStaMon VR
Samsung Gear VR
Google Daydream 0.3M
4.5M
0.8M
0.4M
0.2M
6.3M
2016
14
Sell-through shipments by headset: 2016
Millions, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
15
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
16
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
BARRIER TO ENTRY:
PROACTIVE
CONSUMER
@stephinaners | @VR_Intelligence | #VRXEurope
17
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
BARRIER TO ENTRY:
KNOWLEDGABLE
ASSISTANTS
@stephinaners | @VR_Intelligence | #VRXEurope
18
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
Google
Daydream
Gear VR Gear VR 2 PSVR Oculus Ri] HTC Vive
€899
€499
€379
€129
€58€69
+PC
= €1500+
total
+full rig
+PC
= €1000+
total
+PS4
= €679+
total
BARRIER TO ENTRY:
@stephinaners | @VR_Intelligence | #VRXEurope
Oculus Ri]
HTC Vive
PlayStaMon VR
Samsung Gear VR
Google Daydream 0.3M
4.5M
0.8M
0.4M
0.2M
6.3M
2016
170K
781K
375K
95K
64K
19
Sell-through shipments by headset: 2016 vs. 2017E
Millions, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
Q1 2017
1.5M
@stephinaners | @VR_Intelligence | #VRXEurope
6.3M
2016
Oculus Ri]
HTC Vive
PlayStaMon VR
Samsung Gear VR
Google Daydream
3.5M
6.7M
2.6M
0.6M
0.3M
20
Sell-through shipments by headset: 2016 vs. 2017E
Millions, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
2017
13.7M
Gaming has become the
primary use for VR, but
LocaPon-based
experiences are gaining
tracPon.
21
Consumer so^ware revenue: 2016-2020E
Billions of USD, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
Other
16%
Video
content
9%
LocaPon-based
33%
Games
42%
2016
$331M
Other
19%
Video
content
11%
LocaPon-based
18%
Games
51%
2017
$1.3B
@stephinaners | @VR_Intelligence | #VRXEurope
Gaming has become the
primary use for VR, but
LocaPon-based
experiences are gaining
tracPon.
22
Consumer so^ware revenue: 2016-2020E
Billions of USD, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
Other
16%
Video
content
9%
LocaPon-based
33%
Games
42%
2016
$331M
Other
19%
Video
content
11%
LocaPon-based
18%
Games
51%
2017
$1.3B
@stephinaners | @VR_Intelligence | #VRXEurope
Gaming has become the
primary use for VR, but
LocaPon-based
experiences are gaining
tracPon.
Video content will become
the second highest-
grossing soLware segment
by 2020, earning $3.9B.
23
Consumer so^ware revenue: 2016-2020E
Billions of USD, worldwide
The Virtual Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
Other
16%
Video
content
9%
LocaPon-based
33%
Games
42%
2016
$331M
Other
16%
A_racPons
8%
InteracPve
entertainment
14%
Social media
16%
Video

content
19%
Games
27%
2020
$19.9B
Other
19%
Video
content
11%
LocaPon-based
18%
Games
51%
2017
$1.3B
@stephinaners | @VR_Intelligence | #VRXEurope
THE VIRTUAL CONSUMER
24
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
@stephinaners | @VR_Intelligence | #VRXEurope
The move to digital
Cord-cu`ers and cord-nevers
Annual percentage of US households: 2014—2019
0%
10%
20%
30%
25
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights @stephinaners | @VR_Intelligence | #VRXEurope
The move to digital
Revenue share of full game downloads
Monthly percentage of US retail sales: 2012—2015
Source: publicly reported figures by NPD, SuperData Research.
0%
10%
20%
30%
40%
26
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights @stephinaners | @VR_Intelligence | #VRXEurope
27
Females
35+
14%
Males
35+
23%
Females
18-34
26%
Males
18-34
37%U.S. VR
audience
(18+)
The Immersed
Console Player
The Engaged
Mobile Crusader
The High-Earning
Virtual Tourist
The Starstruck
Explorer
The Virtual Consumer
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
28
The Immersed
Console Player
Male Millennials age 18-24
The Virtual Consumer
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
29
The Immersed
Console Player
Male Millennials age 18-24
The Starstruck
Explorer
Female Millennials age 18-24
The Virtual Consumer
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
30
The Immersed
Console Player
Male Millennials age 18-24
The Starstruck
Explorer
Female Millennials age 18-24
The High-Earning
Virtual Tourist
Males 35 years old and over
The Virtual Consumer
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
31
The Immersed
Console Player
Male Millennials age 18-24
The Starstruck
Explorer
Female Millennials age 18-24
The High-Earning
Virtual Tourist
Males 35 years old and over
The Engaged Mobile
Crusader
Females 35 years old and over
The Virtual Consumer
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
32
The Virtual Consumer
Video games Films/TV Live sports Live music InteracTve
learning
Travel to real-life
desTnaTons
Social Online
shopping
13%16%18%19%20%20%
43%
65%
What VR users plan to do in VR
U.S. VR users 18+ years old
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
33
Males
18-34
Females
18-34
Males
35+
Females
35+
$25$28
$22
$43
How much male millennials spend each
month on VR content
Direct ROI
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
AUGMENTED + MIXED REALITY
34
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved.
@stephinaners | @VR_Intelligence | #VRXEurope
$37.7B
$23.4B
$13.6B
$4.9B
$1.8B
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights
35
2016 2017 2018 2019 2020 2016 2017 2018 2019 2020 2016 2017 2018 2019 2020
$6.6B
$5.0B
$3.4B
$1.0B$1.0B
$19.9B
$7.4B
$1.9B
$.4B$.0B
Virtual Reality vs. Augmented Reality vs. Mixed Reality
Immersive technology consumer revenue by plaborm: 2016-2020E
Billions of USD, worldwide
The Immersive Market
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights
36
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights
37
38
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights
39
The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights
THANKS!
@StephiNaners
#VRXEurope
www.superdataresearch.com

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VRX Europe VR State of the Industry_SuperData Research_Stephanie Llamas

  • 1. The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. THE STATE OF THE VR INDUSTRY & THE VIRTUAL CONSUMER VRX Europe, May 2017 @stephinaners | @VR_Intelligence | #VRXEurope
  • 2. 2 The SuperData Arcade and Player Profile are the world's most robust and only cross-plaIorm business intelligence tools on the worldwide games market. The Arcade and Player Profile allow users to: • Gain a comprehensive overview of the digital games market, across plaIorms, Mtles and markets. • Learn beyond the numbers, seeing what players like and why. • Create custom queries and segmentaAon across all data and export to .csv or PDF format for full analyMcal control and presentaMons. • Spot opportuniAes early and find out when key compeMtors struggle to maintain conversion rates and average spending. • AutomaAcally receive custom data pulls by email as soon as updates are available. To arrange a demo, contact Sam Barberie at sam@superdataresearch.com. The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
  • 3. 3 The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. The VR Data Network is the first industry collaboration to quantify and validate the global VR market. • Partners include headset makers, developers and ad networks • Partners get ongoing insights and data to improve strategy • Reviewing applications now To apply, visit www.superdataresearch.com/superdata-vr-data-network/ VR Data Network @stephinaners | @VR_Intelligence | #VRXEurope
  • 4. 4 The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. STEPHANIE LLAMAS VP, Research & Strategy Head of Immersive Tech Insights stephanie@superdataresearch.com @stephinaners @VR_Intelligence #VRXEurope
  • 5. THE VIRTUAL REALITY INDUSTRY: PAST, PRESENT AND FUTURE 5 The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
  • 6. 2016 2017 2018 2019 2020 $1.8B $4.9B Consumer software/services Hardware 6 Virtual Reality consumer revenue by segment: 2016-2020E Billions of USD, worldwide The Virtual Market The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
  • 7. 2016 2017 2018 2019 2020 $1.8B $4.9B Consumer software/services Hardware 7 Virtual Reality consumer revenue by segment: 2016-2020E Billions of USD, worldwide The Virtual Market The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
  • 8. 2016 2017 2018 2019 2020 $1.8B $4.9B Consumer software/services Hardware Total earnings will rise 168% from 2016 to 2017. 8 Virtual Reality consumer revenue by segment: 2016-2020E Billions of USD, worldwide The Virtual Market The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
  • 9. The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights 9 @stephinaners | @VR_Intelligence | #VRXEurope
  • 10. The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights 10 25% 50% 75% 100% 1960 1970 1980 1990 2000 2010 2020E Color TV VCR PC Internet Cell phone MAJOR U.S. TECHNOLOGY ADOPTION RATES BY HOUSEHOLD @stephinaners | @VR_Intelligence | #VRXEurope
  • 11. The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights 11 25% 50% 75% 100% 1960 1970 1980 1990 2000 2010 2020E MAJOR U.S. TECHNOLOGY ADOPTION RATES BY HOUSEHOLD VR @stephinaners | @VR_Intelligence | #VRXEurope
  • 12. 2016 2017 2018 2019 2020 Total earnings will rise 168% from 2016 to 2017. VR soLware revenue will reach $20B by 2020, surpassing hardware earnings for the first Pme. $1.8B $4.9B 12 $13.6B $23.4B $37.7B Consumer software/services Hardware Virtual Reality consumer revenue by segment: 2016-2020E Billions of USD, worldwide Gap of disappointment The Virtual Market The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
  • 13. Oculus Ri] HTC Vive PlayStaMon VR Samsung Gear VR Google Daydream 0.3M 4.5M 0.8M 0.4M 0.2M 13 Sell-through shipments by headset: 2016 Millions, worldwide The Virtual Market The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope 6.3M 2016
  • 14. Oculus Ri] HTC Vive PlayStaMon VR Samsung Gear VR Google Daydream 0.3M 4.5M 0.8M 0.4M 0.2M 6.3M 2016 14 Sell-through shipments by headset: 2016 Millions, worldwide The Virtual Market The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
  • 15. 15 The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
  • 16. 16 The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. BARRIER TO ENTRY: PROACTIVE CONSUMER @stephinaners | @VR_Intelligence | #VRXEurope
  • 17. 17 The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. BARRIER TO ENTRY: KNOWLEDGABLE ASSISTANTS @stephinaners | @VR_Intelligence | #VRXEurope
  • 18. 18 The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. Google Daydream Gear VR Gear VR 2 PSVR Oculus Ri] HTC Vive €899 €499 €379 €129 €58€69 +PC = €1500+ total +full rig +PC = €1000+ total +PS4 = €679+ total BARRIER TO ENTRY: @stephinaners | @VR_Intelligence | #VRXEurope
  • 19. Oculus Ri] HTC Vive PlayStaMon VR Samsung Gear VR Google Daydream 0.3M 4.5M 0.8M 0.4M 0.2M 6.3M 2016 170K 781K 375K 95K 64K 19 Sell-through shipments by headset: 2016 vs. 2017E Millions, worldwide The Virtual Market The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. Q1 2017 1.5M @stephinaners | @VR_Intelligence | #VRXEurope
  • 20. 6.3M 2016 Oculus Ri] HTC Vive PlayStaMon VR Samsung Gear VR Google Daydream 3.5M 6.7M 2.6M 0.6M 0.3M 20 Sell-through shipments by headset: 2016 vs. 2017E Millions, worldwide The Virtual Market The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope 2017 13.7M
  • 21. Gaming has become the primary use for VR, but LocaPon-based experiences are gaining tracPon. 21 Consumer so^ware revenue: 2016-2020E Billions of USD, worldwide The Virtual Market The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. Other 16% Video content 9% LocaPon-based 33% Games 42% 2016 $331M Other 19% Video content 11% LocaPon-based 18% Games 51% 2017 $1.3B @stephinaners | @VR_Intelligence | #VRXEurope
  • 22. Gaming has become the primary use for VR, but LocaPon-based experiences are gaining tracPon. 22 Consumer so^ware revenue: 2016-2020E Billions of USD, worldwide The Virtual Market The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. Other 16% Video content 9% LocaPon-based 33% Games 42% 2016 $331M Other 19% Video content 11% LocaPon-based 18% Games 51% 2017 $1.3B @stephinaners | @VR_Intelligence | #VRXEurope
  • 23. Gaming has become the primary use for VR, but LocaPon-based experiences are gaining tracPon. Video content will become the second highest- grossing soLware segment by 2020, earning $3.9B. 23 Consumer so^ware revenue: 2016-2020E Billions of USD, worldwide The Virtual Market The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. Other 16% Video content 9% LocaPon-based 33% Games 42% 2016 $331M Other 16% A_racPons 8% InteracPve entertainment 14% Social media 16% Video
 content 19% Games 27% 2020 $19.9B Other 19% Video content 11% LocaPon-based 18% Games 51% 2017 $1.3B @stephinaners | @VR_Intelligence | #VRXEurope
  • 24. THE VIRTUAL CONSUMER 24 The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
  • 25. The move to digital Cord-cu`ers and cord-nevers Annual percentage of US households: 2014—2019 0% 10% 20% 30% 25 The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights @stephinaners | @VR_Intelligence | #VRXEurope
  • 26. The move to digital Revenue share of full game downloads Monthly percentage of US retail sales: 2012—2015 Source: publicly reported figures by NPD, SuperData Research. 0% 10% 20% 30% 40% 26 The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights @stephinaners | @VR_Intelligence | #VRXEurope
  • 27. 27 Females 35+ 14% Males 35+ 23% Females 18-34 26% Males 18-34 37%U.S. VR audience (18+) The Immersed Console Player The Engaged Mobile Crusader The High-Earning Virtual Tourist The Starstruck Explorer The Virtual Consumer The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
  • 28. 28 The Immersed Console Player Male Millennials age 18-24 The Virtual Consumer The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
  • 29. 29 The Immersed Console Player Male Millennials age 18-24 The Starstruck Explorer Female Millennials age 18-24 The Virtual Consumer The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
  • 30. 30 The Immersed Console Player Male Millennials age 18-24 The Starstruck Explorer Female Millennials age 18-24 The High-Earning Virtual Tourist Males 35 years old and over The Virtual Consumer The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
  • 31. 31 The Immersed Console Player Male Millennials age 18-24 The Starstruck Explorer Female Millennials age 18-24 The High-Earning Virtual Tourist Males 35 years old and over The Engaged Mobile Crusader Females 35 years old and over The Virtual Consumer The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
  • 32. 32 The Virtual Consumer Video games Films/TV Live sports Live music InteracTve learning Travel to real-life desTnaTons Social Online shopping 13%16%18%19%20%20% 43% 65% What VR users plan to do in VR U.S. VR users 18+ years old The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
  • 33. 33 Males 18-34 Females 18-34 Males 35+ Females 35+ $25$28 $22 $43 How much male millennials spend each month on VR content Direct ROI The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
  • 34. AUGMENTED + MIXED REALITY 34 The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights reserved. @stephinaners | @VR_Intelligence | #VRXEurope
  • 35. $37.7B $23.4B $13.6B $4.9B $1.8B The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights 35 2016 2017 2018 2019 2020 2016 2017 2018 2019 2020 2016 2017 2018 2019 2020 $6.6B $5.0B $3.4B $1.0B$1.0B $19.9B $7.4B $1.9B $.4B$.0B Virtual Reality vs. Augmented Reality vs. Mixed Reality Immersive technology consumer revenue by plaborm: 2016-2020E Billions of USD, worldwide The Immersive Market
  • 36. The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights 36 The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights
  • 37. The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights 37
  • 38. 38 The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights
  • 39. 39 The Virtual Consumer, VRX Europe | © 2017 SuperData Research. All rights THANKS! @StephiNaners #VRXEurope www.superdataresearch.com