VR Final Slides

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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