Market Forecast Virtual and Augmented Reality Devices Worldwide, 2016-2020 - August 2016 - CCS Insight

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Market Forecast
Virtual and Augmented Reality Devices
         Worldwide, 2016-2020

            August 2016
Content

 ƒ Categorization of virtual reality (VR) and augmented reality (AR) devices
 ƒ Update on the VR and AR market in 2016
 ƒ Key assumptions and long-term evolution
 ƒ Summary of the VR and AR forecast
 ƒ Smartphone VR forecast
 ƒ Dedicated VR forecast
 ƒ AR forecast

   Market Forecast: Wearables, UK, 2016-2020             © CCS Insight         2
Categorization of VR and AR Devices

Market Forecast: Wearables, UK, 2016-2020         © CCS Insight         3
VR and AR: Split into Subcategories

  Subcategory                        Definition                                        Examples of current devices

  Augmented reality                  Devices that overlay information from
  smart glasses                      a smartphone onto the user's field of
                                     vision.
                                                                                           Recon Jet            Vuzix M300         Epson Moverio BT-300

  Mixed reality                      Mixed reality headsets place virtual
                                     objects in the real world and allow
                                     users to interact with them through
                                     gestures and voice commands.                       Microsoft HoloLens          Meta 2            Intel Alloy HMD

  Smartphone virtual                 Devices providing a fully immersive
  reality                            VR experience by using the screen
                                     and processing power of a
                                     smartphone, which is inserted into the
                                                                                         Samsung Gear VR     Carl Zeiss VR One        Google Cardboard
                                     device.
  Dedicated virtual                  Devices that offer a fully immersive
  reality                            experience enhanced by additional
                                     sensors, cameras and controllers.
                                                                                             Oculus Rift     Sony PlayStation VR          HTC Vive

   Market Forecast: Wearables, UK, 2016-2020                           © CCS Insight                                                                      4
Smartphone VR: Competitive Landscape

          Samsung Gear VR                      Carl Zeiss VR One                   View-Master VR         Google Cardboard

 ƒ Definition: smartphone VR devices provide a fully immersive experience. They use the screen and processing
   power of a smartphone, which is inserted into the device.
   – Some advanced, high-end products like the Samsung Gear VR can include sensors, a camera and other enhancements.
   – Simple cardboard or plastic devices with extremely low retail pricing provide a basic, but sufficiently good introductory VR
     experience at the low end.
 ƒ Primary uses:
   – Consumer: gaming, home entertainment and sharing user-generated content.
   – Enterprise: marketing, tourism and education.
 ƒ Key current players: Google, Samsung, Carl Zeiss.

   Market Forecast: Wearables, UK, 2016-2020                       © CCS Insight                                                5
Key Messages from the VR and AR Market in 2016

 ƒ Smartphone VR is gaining momentum.
   – Samsung Gear VR is performing well. Samsung sold over 500,000 units in Europe alone from January to August 2016.
   – In May, Google revealed its Cardboard application has been installed over 50 million times, up from 25 million installs in
     January 2016.
   – In July, Oculus VR disclosed there were more than 1 million monthly active users of the Oculus-powered Samsung Gear
     VR headset.
 ƒ Several dedicated VR devices successfully debuted.
   – Oculus Rift started shipping its consumer version at the end of March 2016. Demand outstripped supply.
   – The HTC Vive headset started selling in April. Unofficial numbers suggest sales have been strong. Our channel checks
     support this.
   – Sony PlayStation VR is expected to start selling in October.
 ƒ AR devices have had a slow year to date.
   – Despite our expectations that enterprise deployment of AR solutions in 2016 would grow strongly, adoption in the first half
     of 2016 has been slow, primarily centred on low-volume pilot projects.
   – Google Glass has all but disappeared from the public eye. Small competitors are selling thousands rather than tens of
     thousands of units.
   – Microsoft released its HoloLens device to the public at more than $3,000, but with few applications available, we expect
     limited volume in 2016.

   Market Forecast: Wearables, UK, 2016-2020                 © CCS Insight                                                        11
Dedicated VR: Projected Evolution

                                        2015              2016 to 2017                     2018 to 2020                Distant future
  Products:                Early prototypes,        First Oculus, HTC and           More devices, mostly           Large variety of
  availability,            developer kits.          Sony devices, a small           improved versions with         products. Socially
  functionality,                                    number of other devices         wireless connectivity. Links   acceptable.
  maturity                                          following.                      to major gaming consoles.
  Pricing                  High.                    Oculus sets price at            Relatively stable.
                                                    $600.
  Users                    Developers, individual   Gamers, early                   Gamers, early enterprise       Adoption beyond
                           enthusiasts.             enthusiasts, trials by          adoption in some verticals     gamers. Many
                                                    enterprises.                    (retail, travel and others).   possibilities in
                                                                                                                   enterprise, education
                                                                                                                   and entertainment.
  Application or           Gaming, exploration of   Predominantly gaming.           Predominantly gaming, also     Anything. Immersion
  use                      other uses, trials.                                      entertainment content,         can be in daily
                                                                                    marketing.                     situations.
  Technology               Very immature.           Developing. Some                Third generation. Problems     Development in
                                                    problems solved, but            solved. Links to other         various directions.
                                                    others in progress.             connected devices.

   Market Forecast: Wearables, UK, 2016-2020                        © CCS Insight                                                        15
Changes to the Forecast Since February 2016

                Installed base of devices at end of year (M)                                                           Shipments of devices (M)

250                                                                                            100

200                                                                                                80

150                                                                                                60

100                                                                                                40

 50                                                                                                20

  0                                                                                                 0
         2014        2015        2016        2017      2018      2019       2020                        2014    2015      2016    2017      2018      2019       2020
                    New forecast             Previous forecast (Feb 2016)                                      New forecast       Previous forecast (Feb 2016)

      Market Forecast: Wearables, UK, 2016-2020                                    © CCS Insight                                                                    20
Installed Base of AR and VR Devices Will Reach 236 Million in 2020

                                                       Installed base at end of year (M), core scenario
                                               250                                                        236
                                                                                                           12
                                                                                                                 AR
                                               200                                                         47
                                                                                                                 Dedicated VR
                                                                                                   155
                                               150                                                  6
                                                                                                    29           Smartphone VR
                                                                                             97
                                               100
                                                                                             16           177
                                                                                 54
                                                                                                   120
                                               50                                  7
                                                                      23                     78
                                                              7                   46
                                                     0.6              21
                                                0
                                                     2014   2015     2016       2017        2018   2019   2020

 ƒ The biggest adoption will be seen in smartphone VR devices — mostly made of plastic and cardboard — owing to
   their low retail prices. Another driver will be the growth of the installed base of capable smartphones and of VR
   content.
 ƒ Adoption of dedicated VR headsets will mostly be boosted by gamers in the next few years. Another growth driver
   will be marketing in certain industries selling high-value products and services such as cars and holidays.
 ƒ AR devices will be adopted mainly by enterprises.

   Market Forecast: Wearables, UK, 2016-2020                                © CCS Insight                                        21
Sell-In Value of AR and VR Devices Will Approach $15 Billion in 2020
                 ASP by subcategory ($), core scenario                                         Sell-in value by subcategory ($B), core scenario
   1,500                                                                                                                                         14.7
                                                                                          15
                                                                                                                                                  2.1

                                                                                                                                         10.4     1.8
   1,000                                                                                  10                                             1.5
                                                                                                                                 7.1     0.9
                                                                                                                                 1.3              9.3
                                                                                                                                 0.5
    500                                                                                   5                              4.0             6.6
                                                                                                                          0.8
                                                                                                                          0.1    4.3
                                                                                                                  1.9
                                                                                                                          2.2
                                                                                               0.2        0.4     1.0
                                                                                                                          0.9    1.1     1.3      1.6
       0                                                                                  0
             2014    2015     2016         2017   2018    2019     2020                        2014     2015      2016   2017   2018    2019     2020
               Smartphone VR                       Dedicated VR                                       Smartphone VR              Dedicated VR
               AR smart glasses                    Mixed reality                                      AR smart glasses           Mixed reality

 ƒ The majority of the market value will come from dedicated VR devices. We project the average selling price (ASP) of
   dedicated VR to be relatively flat after their launches in 2016. These are devices for a limited audience, such as
   advanced gamers, willing to pay for the latest technology.
 ƒ Smartphone VR devices will account for the bulk of the volume, but only a small proportion of the value, as their
   ASP is low and will erode fast. Some devices will be offered for free, or in a bundle with other technology products
   or consumer products.
 ƒ The ASP of AR devices will fall but will remain relatively high. Mixed reality devices will have a higher price that AR
   glasses, owing to their superior capabilities and high build cost. AR will account for 26% of the total value in 2020.
    Market Forecast: Wearables, UK, 2016-2020                             © CCS Insight                                                                 25
AR: Alternative Scenarios
                    Installed base at end of year (M)                                                                           Sell-in volume (M)
      25                                                                                                    12
                                                                                 21.2                                                                                            10.0
                                                                                                            10
      20
                                                                                                             8                                                       7.3
                                                                                                                                                                             6.9
      15                                                            13.1    12.4
                                                                                                             6
      10                                                                                                                                                 3.7     3.6
                                                        6.1     6.5                                          4
                                                                           4.9                                                              2.2     2.0
       5                                                                                                                                                       1.5         1.9
                                               2.4   3.0      3.1                                            2
                                                   1.6                                                                                    0.7     1.0
                                  0.2    0.61.0                                                                                   0.2   0.3
              0.0       0.1                                                                                       0.03   0.02
       0                                                                                                     0
             2014     2015      2016      2017     2018       2019         2020                                  2014    2015    2016   2017       2018        2019        2020
                                Low      Core    High                                                                            Low    Core      High

 Drivers of low scenario:                                                                       Drivers of high scenario:
    – Slow conversion of trials to deployment in enterprises.                                           – Successful conversion of most trials into operational
    – Slow development of relevant applications.                                                          implementations using more devices.

    – Hardware glitches make enterprises wait for future                                                – Fast adoption by a specific vertical. One major player
      iterations of the technology.                                                                       drives quick adoption.
                                                                                                        – Clear business case for adoption.

 The difference between core, low and high scenarios is                                                 – Adoption in medicine and education.
 only in the speed of adoption.                                                                         – Some consumer adoption.

   Market Forecast: Wearables, UK, 2016-2020                                            © CCS Insight                                                                                   41
More information about CCS Insight's wearables service can be found at:
http://www.ccsinsight.com/our-services/wearables

CCS Insight                                                               www.ccsinsight.com
EMEA:                                              Twitter: @ccsinsight              North America:
Tel: +44 8450 574223                               info@ccsinsight.com        Tel: +1 408 807 3637
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