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Google Cardboard Leads Headset Shipments, Gear VR Takes Revenue Top Spot Reports Strategy Analytics

Today Strategy Analytics launched its report “VR Headset Platform Market Share Year End 2016” which showcased Google’s low cost and cheerful Cardboard headset at primary, but in addition confirmed that Samsung Gear VR took first place when it comes to income.

Split between six main competing virtual reality (VR) platforms, Strategy Analytics estimates that over 30 million VR headsets shipped over the course of final yr with the overwhelming majority being Google Cardboard with a 69 % share. While this in itself isn’t significantly shocking – the headset just isn’t solely bought however given away in promotions for manufacturers – Samsung’s Gear VR has been proven to usher in probably the most cash with the second largest share of the market at 17 %.

 

 

David MacQueen, Executive Director of Strategy Analytics’ Virtual Reality Ecosystem analysis program, stated in a press release: “2016 definitely was a busy yr in VR. Appearing alongside Google Cardboard have been new platforms Google Daydream, Samsung Gear VR, Oculus Rift, PlayStation VR and SteamVR, at present served by the HTC Vive gadget, though extra distributors will be a part of this platform in 2017.

“Our data shows that Google has a commanding lead in terms of shipments and installed base for its ultra-low cost Cardboard VR platform, and the size of the audience is already attracting marketers and brands looking to use VR as a promotional tool. However, it accounted for merely 12% revenue share. The higher-spec smartphone VR platform, Samsung Gear VR, took top spot by revenues with a 35% revenue share. Sony’s successful PS VR launch sees that platform take second place by revenues, and between them Sony and Samsung captured more than half of VR hardware revenues in 2016”.

While Cliff Raskind, Senior Director at Strategy Analytics, added: “The successful push of VR hardware to consumers through direct sales, bundling and even giving devices away, is seeding the market and creating the audience required for successful ecosystems to grow. However, 6 competing ecosystems makes for a market which is crowded and fragmented. 2017 is sure to be an interesting year and we expect some shakedown as the competing ecosystems either cement their position or fall by the wayside. Hardware revenues or audience alone will not be enough to win, and we will continue to track the ecosystem evolution as new use cases, apps, and industries beyond gaming and media grow the market for VR and AR.”

These stats could possibly be very totally different by the top of 2017, with Google Daydream’s smartphone help base rising and PlayStation VR starting to become more readily available now that pre-order’s have been fulfilled. The cellular market will probably all the time dominate resulting from its affordability which is why HTC lately revealed plans for a mobile device of its own, surfacing sooner or later within the subsequent 12 months.

For the newest m=VR market information, maintain studying VRFocus.

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One comment

  1. Great update… Thank you!

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