This year sees the release of the first high-end consumer-ready VR headsets from Oculus, Sony, and HTC, with others set to follow. While they’ll initially be the preserve of serious gamers, the quality of the experience such devices offer will set the scene for a wider consumer sales drive in 2017 and 2018. However the content-based business models for VR devices will take longer to develop – and significant revenues in this space will not arrive until 2018 and beyond.
2016 will see existing online/microtransaction business models expand to new markets – both facilitating new ways to play, and also helping global revenue from online/microtransaction PC games to rise at a 6.7% CAGR to US$28bn in 2020. Latin America will lead the way, with a 14.2% CAGR supported by ever-faster broadband and a rapidly-growing middle class. E-sports will be a key focus, as broadcasters target the value of the e-sports audience to advertisers.
The Australian Entertainment & Media Outlook 2016-2020 highlights growth through diversity with a focus on talent, geography and business models.
This follow-up report explores consumer attitudes and preferences towards wearable technology - what’s changed, what’s improved, and what the wearable future has in store for the US and beyond.