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An exploration and explanation of how the consumer market for VR content will evolve between now and 2020.


  • This report looks at the three types of VR content (games and interactive experiences, video, and apps) and how global consumer revenue from this content will grow over the next five years. It examines the multiple business models that will emerge and how different types of VR headset will drive each type of revenue.

Features and Benefits

  • A detailed explanation of VR content and the business models that will emerge in order to get this content to consumers who own VR headsets.
  • Analyzes the opportuinity by region, headset, and content type.

Key questions answered

  • How will the paid-for VR content market emerge?
  • How big is the global revenue opportunity for consumer VR content?

Table of contents


  • In brief
  • Ovum view
  • Recommendations

VR content revenue forecast

  • Types of VR content
  • Business models that generate new revenue
  • What to watch that is not in the forecast
  • Forecast highlights


  • Methodology
  • Further reading
  • Author

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