Virtual reality will generate 110 billion U.S. dollars in revenue in 10 years, surpassing TV sets

Goldman Sachs predicted in a research report last week that the annual revenue of the virtual reality market by 2025 will exceed that of the TV market.

Goldman Sachs predicts that virtual reality will generate $110 billion in revenue within 10 years, while TV sets will only generate $99 billion.

If the popularity of virtual reality reaches Goldman Sachs's "accelerated absorption" expectations, this prediction can be achieved by accelerating the popularity through advances in battery and cellular technology. If you can finally get rid of the shackles of cables and let the high-end virtual reality goggles be used separately from the computer, this type of device will become a real mobile device: you can think of it as a pair of lightweight glasses, not like the current Oculus Rift and HTC The bulky blindfold like Vive.

This is also in line with the expectations previously expressed by Facebook's Oculus. "Our long-term goal is definitely to attract 1 billion people to use virtual reality equipment. These two fields and types will merge and provide an extremely comfortable virtual reality experience through a pair of glasses." The company's CEO Brendan Erib (Brendan Iribe) revealed to the media a year ago. But he said that it may take "ten years or more" to reduce the size of the virtual reality goggles to the size of glasses.

It is worth noting that the virtual reality data calculated by Goldman Sachs is only based on hardware, which is the field that directly competes with TV sets. Goldman Sachs expects sales of virtual reality software to reach 72 billion U.S. dollars. If this data is added, the field will generate a total of 182 billion U.S. dollars in revenue, almost twice that of the TV market.

Virtual reality will generate 110 billion U.S. dollars in revenue in 10 years, surpassing TV sets

Even if the development of virtual reality fails to meet the "accelerated absorption" expectations, according to Goldman Sachs' "basic" expectations, that is, the most likely estimate, the total revenue of virtual reality software and hardware can reach 80 billion US dollars. In this case, virtual reality will continue to be used in conjunction with computers, and is essentially a fixed-use device: the upcoming Oculus Rift is a typical representative.

Comparing the forecast data of virtual reality with other markets, you can see similar advantages, because the tablet market revenue is estimated to be 63 billion U.S. dollars, desktop computers are estimated to be 62 billion U.S. dollars, and game consoles are estimated to be 15 billion U.S. dollars. The only competitive market is the notebook market, which reaches US$111 billion, but this is only income generated through hardware.

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