It’s not new that virtual reality devices are already being tested worldwide, bringing virtual reality content into the consumers’ hands. What not all people might know is the fact that virtual reality content is on the rise too, as an effect to the global virtual reality hardware adoption.
A recent Statista chart shows how the virtual reality content will surpass hardware revenue by 2018. It is projected that by 2018:
- the virtual reality accessories will count for $0.8 million in revenue;
- virtual reality head-mounted displays will count for $3.9 million in revenue (it’s expected to double by 2020);
- and the virtual reality content will count for $4.4 million in revenue.
The virtual reality content refers to virtual reality games, health and medical procedures (angel investors and big venture capitalists seem to have started a trend in late 2016 by focusing more of their investments to this segment rather than others), engineering (constructions, simulations) etc..