Content, the life and death of any new piece of consumer technology. Whether it’s quantity or quality, if the content does not justify the cost, the medium dies. Virtual Reality has so far struggled slightly with content production, but this might change. Technavio, a market research company, has published their findings on the state of VR content development. Most important is that the market will grow by 128% by 2020. However, more detailed information has also been presented which can give us an idea of what kind of VR content we can expect. All of this is an estimation, however, so there are no guarantees.
Technavio sees the competition as the primary source of growth
Technavio has firmly stated that it is because of a vast number of content developers that growth will be so enormous. The study says, “The presence of many large and small players makes this market extremely competitive, who contend in terms of product features, technology used, content quality, and costs. Vendors in the market are investing in innovative technologies, acquiring new players, and expanding their existing facilities. Furthermore, “Competition will intensify over the next four years as vendors will likely adopt advanced technologies to gain greater profit shares. To sustain in the fiercely competitive environment, players are focusing on new ideas and techniques and are upgrading themselves with the emerging technologies that could influence the service lines.
“Competition will intensify over the next four years as vendors will likely adopt advanced technologies to gain greater profit shares. To sustain in the fiercely competitive environment, players are focusing on new ideas and technologies and are upgrading themselves with the emerging technologies that could influence the service lines.”
Technavio highlights a significant number of content creators for VR. From large companies like Samsung and Netflix to smaller players such as CCP Games and Jaunt, the list is long. Even more important is that the content produced will be varied. Although a VR experience for Netflix already exists, for example, it could be even better.
Where will the content be?
Technavio has given an indication of where most of the content will be. While the PC market has made the most money, Mobile VR has seen the most growth. The cost has been the primary reason for this change, with mobiles getting cheaper and PC HMDs staying constant. While Microsoft’s latest headset might modify this result, that was not disclosed in the report. Furthermore, consoles are expected to get a market share of about 30% by 2020, up from 29% last year. In any case, gaming will keep on being the primary focus of content development.