The most influential Megatrends set to shape the world through 2030, identified by Euromonitor International, help businesses better anticipate market developments and lead change for their industries.
Learn moreEuromonitor addresses your unique questions and challenges across all B2B and B2C industries and geographies through custom, tailor-made research projects, designed to your specific goals.
Learn moreMar 2018
US$1,325Added to Cart
If you purchase a report that is updated in the next 60 days, we will send you the new edition and data extract FREE!
If you purchase a report that is updated in the next 60 days, we will send you the new edition and data extract FREE!
Despite having only a small impact on the gaming market in 2016, the potential for AR/VR headsets remains high and could rival static console household penetration in some markets by 2021. This will heavily impact other areas of toys and games, but slowly. Static console and traditional toy makers are both waiting for the AR/VR market to develop, with current efforts aimed at experimenting at what works with a new medium that has the long-term potential to transform the toys and games industry.
Files are delivered directly into your account within a few minutes of purchase.
Gain competitive intelligence about market leaders. Track key industry trends, opportunities and threats. Inform your marketing, brand, strategy and market development, sales and supply functions.
As of 2016, the AR/VR market was comprised almost entirely of VR products, many of which were launched in the year, like the Oculus Rift, HTC Vive and the PlayStation VR. However, VR headsets have yet to make much of an impact in the market, as smartphone versions have largely been seen as a novelty, while premium versions remain too costly for most households. This is, however, set to change, which could have a major impact on the rest of toys and games.
Static consoles have largely kept VR at arms length, as only the PlayStation 4 has VR compatibility, and its headset is still a minor part of the PS4 ecosystem. With AR headsets still largely absent from the market, static consoles may wait until the next generation of consoles, or further, before pushing to integrate the technology.
Traditional toy manufacturers are increasingly looking for ways to add technological elements to their products. While the solitary nature of VR might not work with toys, AR headsets could have potential in creating a new form of interactive play, so long as it can avoid the pitfalls that plagued toys-to-life.
AR headsets have yet to truly enter the market, but their innovative properties could radically alter toys and games. AR headsets will allow digital interactions to happen constantly and at a more personal level. This will create opportunities in gaming, consumer electronics and other fields.
While AR/VR headsets are expected to reach static console penetration levels in some markets by 2021, the true impact of the industry will not be felt until much later, when AR headsets have the potential to become nearly as commonplace as smartphones if they can live up to their current theoretical potential.
Gain competitive intelligence about market leaders. Track key industry trends, opportunities and threats. Inform your marketing, brand, strategy and market development, sales and supply functions.