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|Session Name:||VR Market 2017: Data and Insights|
|Track / Format:||Business & Marketing|
Did you know free users get access to 30% of content from the last 2 years?
After a long road of hype and false starts, 2016 was the year high-quality consumer VR became a reality. In this talk, EEDAR's Patrick Walker, presents data and insights from the first 12 months of consumer VR and the launch of multiple major VR platforms.
What's worked and what hasn't worked in the first 12 months for Oculus, the Vive, and PSVR? 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.