After a long road of hype and false starts, 2016 was the year high-quality consumer VR became a reality. While the path to mainstream VR is still unclear, the major VR platforms have succeeded in wowing players and driving excitement around the technology. In this talk, EEDAR's Patrick Walker, presents data and insights from the first year of consumer VR. What's worked and what hasn't worked? What are the attitudes, opinions, and behaviors of both early adopters and gamers who are still on the fence? What do these answers tell them about the path to mainstream VR? These questions will be explored through consumer and sales data from a variety of sources, including their monthly global consumer tracker, PlayerPulse, and the EEDAR game database.