Virtual reality gear forecast to hit record billion-dollar mark this year, according to Deloitte Global 2016 TMT Predictions
Deloitte Touche Tohmatsu Limited (Deloitte Global) predicts that virtual reality (VR) will have its first billion dollar year in 2016, with about US$700 million in hardware sales, and the remainder from content. The 15thedition of Technology, Media & Telecommunications (TMT) Predictions, a report by Deloitte Global, estimates sales of about 2.5 million VR headsets and […]
Deloitte Touche Tohmatsu Limited (Deloitte Global) predicts that virtual reality (VR) will have its first billion dollar year in 2016, with about US$700 million in hardware sales, and the remainder from content. The 15thedition of Technology, Media & Telecommunications (TMT) Predictions, a report by Deloitte Global, estimates sales of about 2.5 million VR headsets and 10 million game copies sold. Additionally, the report expects the majority of spending on VR to be by core users rather than casual gamers. This means that while anyone with a smartphone could try a variant of VR, the majority of VR’s revenues in 2016 will likely be driven by tens of millions of users rather than billions of users.
“While in 2016 virtual reality is expected to reach a major milestone―becoming a one billion dollar market—in the long term VR is likely to struggle to reach the scale or ubiquity of the smartphone, PC or the television set,” said Paul Sallomi, Deloitte Global TMT Industry Leader. “However, as the technology required to provide a total immersive experience improves, wider global adoption may ensue.
“We are seeing significant growth potential in cognitive technologies, such as computer vision, natural language processing and machine learning. This year 80 of the top 100 enterprise software companies are expected to be using cognitive technologies, unleashing the potential of the Internet of Things; this may even transform computing as we know it over time. While cognitive technologies may get less immediate attention from consumers than new virtual headsets, it is likely to be much more important over the long run for the enterprise and for consumers alike.”
In addition to the predictions on virtual reality, the report suggests that while millennials are the smartphone generation, trailing millennials (those 18-24 years old) are anticipated to be the most pro-PC of all age groups of 2016. According to research by Deloitte member firms1, an average of over 85 percent of trailing millennials in 13 developed world countries had access to a laptop in 2015. Further, laptop access for the trailing millennial demographic was either highest or second highest of the six age groups in the member firms’ surveys in all but two markets, Norway and Finland. This data suggests 18-24 year-olds see smartphones and PCs as complements, not substitutes, which may in part be due to the decreased costs of laptops (there are many devices for less than US$500 available on the market).
Additional findings from Deloitte Global’s 2016 TMT predictions include:
- Women in IT jobs: it is about education, but also about more than just education – By the end of 2016 fewer than 25 percent of information technology (IT) jobs in developed countries are expected to be held by women, (i.e., women working in IT roles). This figure is about the same as 2015, and may even be down.
- Cognitive technologies enhance enterprise software – In 2016 more than 80 of the world’s 100 biggest software companies will likely have integrated cognitive technologies such as machine learning, natural language processing, or speech recognition, into their products. This represents a 25 percent increase from 2015 when 64 of the top 100 had launched products and services, which featured one or more cognitive technologies.
- Touch Commerce: the mobile online checkout gets an express lane -The number of individuals who use a third party touch-based payment service to make a purchase on their mobile devices (smartphones and tablets) is likely to increase by 150 percent to reach 50 million regular users in 2016. Touch commerce enables retailers to exploit shoppers’ increasing use of mobile devices to browse retail sites where transactions have remained scarce, due mostly to laborious payment processes.
- Graphene: research now; reap next decade – While the total value of the graphene materials market in 2016 is likely to be in the low tens of millions of dollars, research and development spending for the year is likely to be in the hundreds of millions of dollars. In the medium-term, graphene may be incorporated into products worth many billions of dollars of value per year– but it could be decades before this material’s potential is fully realized.
To see the full report, click here.