Virtual reality: what is the economic future?

Virtual reality: economic

Currently, virtual reality is expanding fully and consuming more and more wealth. 50 billion dollars: This is the weight that virtual reality can weigh according to various studies by 2020.

Many market research initiated by research companies such as Juniper Research or Goldman Sachs said that virtual reality headset sales could reach $ 50 billion by 2021. When you know that currently helmet sales figure is about $ 5 billion per year. Research shows that the most pessimistic scenario will be $ 23 billion in the same period, which is very encouraging.

Virtual reality race started

Goldman Sachs, in its study, announced a steady growth from year to year as a certain balance between software and hardware revenues was achieved. According to experts, this huge increase is due to the virtual reality headsets (such as Samsung Gear VR) on smartphones and the price drop (Oculus Rift, HTC Vive and PlayStation VR) on PC and Consoles.

After some skepticism, the main groups decided to enter the world of virtual reality with the launch of Samsung, Sony, Facebook and even Apple. What’s more, the American giant Google has recently begun to create a new helmet that will be different from the classic Cardboard, which will be launched shortly after the launch of its new smartphone. In addition, new initiatives that started with virtual and augmented reality developed and succeeded in the first half of 2016, exceeding the total investment (more than 85%) of the total investment. 2015 year in the industry.


View Google Daydream Helmet-virtual reality-study-trade
While buying a virtual reality headset is still quite expensive, the price is falling and over time it will become increasingly accessible to individuals. Specifically, with the arrival of the Samsung Gear VR and more recently the PlayStation VR, which was released at a price of 400 euros, its predecessors are available for 700-900 euros for Oculus Rift and HTC Vive. In addition, these headphones also require a very high level of 1000 euros and therefore a high quality PC.

Video games as the locomotive of virtual reality

Video games are indeed the pioneers of this new technology, knowing that quantitative talking video games are more represented in the VR world than any other field. The fact that Facebook is among others shows that this technology is not designed for video games only.

Apart from the video game, research shows that the real estate, distribution and healthcare sectors are in a position to buy their next VR new product. Only these three sectors should produce total revenues of $ 9.3 billion ($ 5.1 billion for health, $ 2.6 billion for real estate, and $ 1.6 billion, respectively) by 2025. According to Goldman Sachs still for distribution). Even the Goldman Sachs report shows that in 2025, with $ 110 billion, it is possible to see the turnover of material related to virtual reality and augmented reality, which surpasses the reality of television in favorable circumstances. $ 99 billion for television.

France can play a leading role in virtual reality

France is fortunate to have a close connection between the video game industry (which is very powerful in virtual reality) and the animation industry. Virtual through educational schools like Gobelins, EMCA, MOPA and others.

France, in the development of this new technology, has a game to impose itself in the eyes of the world, in this respect, the national players in virtual reality came together in an association: AFRV (French Union) virtual reality) founded by researchers and industry managers. In May 2016, a new association, Uni-VR, was responsible for integrating all French stakeholders in the virtual reality associated with the audiovisual sector (Television, Advertising and Cinema).

Therefore, virtual reality promises a bright future, which is more in France with the existing talent pool. In France or elsewhere, this technology will continue to evolve year by year, reaching the standards of other technologies within a few years. In the meantime, before the virtual reality hits the TV and other systems, defects such as the price of technology, “motion retention” must be removed.

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