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Elena LobovaiLogos CEO
Imagine...
VR is a new mobile?
75
38
13
4 3,5 3 2,5 35
YEARS
YEARS
YEARS
YEARS YEARS YEARS YEARSDAYS
Reaching 50 million users
by Timophy Aeppel March 13, 2015
blogs.wsj.com
VR is sexy
Increased number of investments in past
5 years
Enormous interest in media
If this is something Facebook does, I have
to do it
Where is the market?
Total investments in VR and AR reached
$6.1B between 2012 and 2015
More than 800 VR games are in
development now
Nearly 300 companies and 40k employees
in the industry
Total worldwide market for the Virtual Reality gaming hardware,software and peripherals market, 2016 E
2015
$ 662 M
$ 1.8 M$ 121 M$ 540 M
2016e
$ 5.1 B
$ 0.7 B
$ 3.5 B
$ 1.0 B
2017e
$ 8.9 B
$ 1.5 B
$ 5.9 B
$ 1.5 B
2018e
12.3$ B
$ 2.7 B
$ 6.8 B
$ 2.8 B
$ 5.1 b
Mobile PC Consoleby Aleix Risco January 5, 2016
superdataresearch.com
Funding raised by Virtual and Augmented Realitycompanies, 2015E
notableinvestmentsto date:
Where is the money?Notable Investments and Acquisitions
$ 592 M
$ 131 M
$ 110 M
$ 100 M
$ 94.8 M
$ 56 M
$ 44 M
$ 2 b
the most notableexit to date:
magic leap
by Katie Deighton, October 16, 2015
eventmagazine.co.uk
by Mike Dempsey
cbinsights.com
by Super Data Research Virtual Reality Market Brief, 2016 || docdroid.net
Game Development
Camera Tech
Peripherals
3D Engines
Social VR
Headsets 60%
30%
4%3%
3%1%
Where is the money?Investment ratios by VR sector
2012 – 2015
by Funding Type, January 2016
slideshare.net
by Funding Type, January 2016
slideshare.net
Who’s in the game?
Investors
PrivateEquity Investors
Tech DevelopmentInvestors
ContentMarketplaces
Capture, Production & Delivery Software
Game Engines
HeadsetManufacturers
Platform HardwareManufacturers
PeripheralManufacturers
Game Makers
Brands
Other EntertainmentProviders
Analytics
Other B2B & Enterprise Uses
Software, Platforms& Delivery Services
Hardwaremanufacturers
Contentdevelopers
LIGHTMOBILE VR
Notable devicesGoogle Cardoard
($10-120)
Supporting hardwareSmartphone ($350+)
71%PREMIUM
MOBILE VR
7%
Notable devicesSamsung Gear VR ($100)
Supporting hardwareSamsung Galaxy
Smartphone ($500+)
17%
PC VR
Notable devicesOculus Rift, HTS Vive
($300-700+)
Supporting hardwareGaming PC ($1000+)
CONCOLEVR
Notable devicesPlaystation VR
($400-600)
Supporting hardwarePlaystation 4 ($350)
5%
Who’s leading the pack?
by Funding Type, January 2016
slideshare.net
Low immersion(low end)
Wirelessheadsets
Wiredheadsets
Wiredheadsets
LIGHTMOBILE VR
Notable devicesGoogle Cardboard
($10-120)
Supporting hardwareSmartphone ($350+)
71%PREMIUM
MOBILE VR
7%
Notable devicesSamsung Gear VR ($100)
Supporting hardwareSamsung Galaxy
Smartphone ($500+)
17%
PC VR
Notable devicesOculus Rift, HTC Vive
($300-700+)
Supporting hardwareGaming PC ($1000+)
CONSOLEVR
Notable devicesPlaystation VR
($400-600)
Supporting hardwarePlaystation 4 ($350)
5%
Who’s leading the pack?
Who’s leading the pack?
Nothing really new in the games industry for more
than 5 years
The growth of smartphones has lowered the price of processing power
People are excited about VR and awareness
is growing
Gamers will be (are?) the early adopters of VR
An opportunity for small developers while larger publishers are taking
a wait-and-see approach
A blue ocean of new genres and other opportunities
Why now?
Why not now?
Market size is still very small
No successstories
Too much excitement can lead to overvaluation
(e.g., technology bubble)
Technology is still not perfect
Physical and mentalhealth concerns
What’s next?
Oculus starts shipping on March
28th, 2016
Acquired AR software market Metaio
and hired a VR expert
Reportedly has projects under the hood in its computer vision R&D department
HTC Vive pre-orders to open on February 29th,
2016
PlayStation VR will be coming in the first half
of 2016
Waiting for Google, Apple and Amazon to join
the pack
THE INDUSTRY IS WAITINGto hear what two sleeping giants are up to
2016 is going to be expensive!
What’s next?
Starting in 2016, VR will be in the consumer market
permanently
The worldwide market for VR gaming will reach around $5B in 2016
and $60-200B in 2025 with an install base of 55M and 500-1000M
consumers accordingly
Consumers will use their smartphones to first explore Virtual
Reality, before committing to the more expensive platforms
(around 70% of the market in 2016)
What’s next?
Headsets sales will grow dramatically each year (especially wireless),
as well as the their variety
Microsoft will join PlayStation with the headset for XBox
New VR game genres will appear
Next generation VR with hand tracking, full body tracking
and finally eye tracking
User created content (starting from videos 360)
The technology improves, the cost drops
What’s next?
Augmented reality will be the next big thing, even bigger
than VR
The mix of AR & VR
Travelling Time travelling Movies Live streaming
TV, Reality Shows
Adultentertainment
Education, Healthcare, Courtrooms
Theme park and Attraction
VR Socialnetworks
This is not the end of innovation.It’s not even the end of the beginning. It’s only the beginning
of the beginning.
by Sir Winston Churchill, Speech in November 1942
rehashed
Welcome to 2016The Year of VR Dawn
The Future is Now
Elena LobovaiLogos CEO
THANKYOU