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Oculus Rift is $600, VR market is 5.1 Billion

According to the most recent report, provided by SuperData, the worldwide market for VR gaming will reach $5.1B in revenues in 2016. The install base will go over 55 million users.

According to the most recent report, provided by SuperData, the worldwide market for VR gaming will reach $5.1B in revenues in 2016. The install base will go over 55 million users.

Virtual reality will start bringing some money this year. Over the last couple of years over $6.1B of investment were made in this sector, so it’s high time for the developers to start showing their product.

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Today is a special day for VR-technology, as Oculus VR started to accept pre-orders for its Oculus Rift headset. You can say that the whole VR-rush started with Oculus and the campaign on Kickstarter. However Oculus VR is not the first company to start selling its VR-product. In late November Samsung Gear VR went on sale and, according to SuperData, did relatively well. The product sold out in 48 hours!

Oculus Rift could be pre-ordered for $600. For this you get the headset, the Xbox 360 controller, plus two free VR-games. The first shipment will start in March 2016. It’s hard to say if it’s a good deal. Let’s wait and learn the prices on other devices from Sony and HTC.

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Virtual-Reality-Audience

Here are some other key data points on the current market for virtual reality gaming from SuperData:

• The worldwide market for VR gaming will reach $5.1B in revenues in 2016E and an install base of 55.8M consumers.The European market will lead with $1.9B in total sales.
• Low barriers to entry for will allow light mobile VR to initially reach 71% of the consumer market with 27M units in 2016E, as is best positioned to capture the largest install base.
• Virtual reality gaming presents opportunity for small studios and indies, who are currently developing 829 VR games, collectively, as large publishers have decided to wait and see.
• Total investments in virtual and augmented reality reached a combined $6.1B between 2012 and 2015, triggering the current market momentum and growing industry expectations.

Source: shop.oculus.com, superdataresearch.com

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