Virtual Reality in 2016 will Make $5.1 Billion from 55.8M Users!

By   /   Jan 6, 2016
Virtual Reality - HTC Vive - Oculus Rift - PlayStation VR

As we draw closer to the launch of the first Virtual Reality head-mounted sets, we have started receiving varying remarks from industry experts on how good will they perform. Oculus Rift and HTC Vive both are going to take the PC gaming community by storm just like PlayStation VR is planning to in the console market, but where will they stand financially?

According to a study by our good friends at SuperDataResearch, a major chunk of the investments that have been made in the sector is going to be earned back just in the first year. The analysts suggest that VR products will generate about $5.1 billion in revenue this year – a total of $6.1 billion has been collectively invested in VR technologies over the past three years.

Moving on, rather surprising figures are being claimed when it comes to the number of people who will adopt Virtual Reality products this year. If the study is to be believed, there will be as many as 55.8 million users who will make a purchase this year.

Most of you will be thinking then why on earth did Nvidia suggest there are only 13 million gaming PC capable of running Oculus Rift and similar products. Well, the answer is exactly what is going to make the difference.

The research in question claims that as many as 71 percent of the devices purchased will be light mobile VR like the Google Cardboard and seven percent will be premium mobile VR like Samsung Gear.

Only the remaining 22 percent will be devices like Oculus Rift, HTC Vive and PlayStation VR – although the percentages will not be the same in terms of revenue as the prices of these devices are drastically different because they are going to be really high-end.

Moving on, it is estimated that HTC Vive and Oculus Rift are going to be able to sell about 6.6 million units in the year 2016 while PlayStation VR will manage 1.9 million.

Also, North American region will lag behind European market in terms of sales as the former will generate about $1.5 billion while Europe is estimated to rake in $1.9 billion. Asia will follow in at number three with $1.1 billion revenue relating to Virtual Reality with the rest being spread across all other regions.

On a lighter note, VR strip clubs are a thing now and this game takes you to the finest.

Are those figures believable?

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