Strategic dynamics around and within Mobile VR (Virtual Reality) Devices market



We are still at the early stage when it comes to Mobile VR (Virtual Reality) in terms of content, and adoption, market and maturity. In fact, the capabilities continue to evolve, as currently exclusive to PC and game consoles.
 
To many in the industry, Smartphones for example are the perfect platform for the VR market, because they already have the power and technological functionality necessary to create a fun, in-depth simulated environment.

The ecosystem is expanding, with a growing number of vendors like Samsung, LG, etc, that are releasing their own VR accessories as a value-add to their smartphones.

Currently Occulus (Facebook) is shipping its first devices. The Oculus/Samsung partnership is on an interesting curve. HTC’s VIVE showed continued maturity in its adeptness for PC gamers; Google Cardboard seduces with a milestone of 5 million Cardboard shipments reached this January, since its debut at Google I/0 2014. 

ABI Research anticipates mobile VR device shipments to hit more than 50 million by 2020, an impressive CAGR of 84.5%.

One can also observe that, the VR content ecosystem is diversifying to include inter alia casual and traditional VR gaming, health and education experiences. 360-degree video saw notable investment from Facebook and YouTube.

Among others promising VR growth opportunities, we have VR in core gaming and augmented reality.