Creato da fesfsd il 06/03/2014
21321

Area personale

 

Tag

 

Archivio messaggi

 
 << Maggio 2024 >> 
 
LuMaMeGiVeSaDo
 
    1 2 3 4 5
6 7 8 9 10 11 12
13 14 15 16 17 18 19
20 21 22 23 24 25 26
27 28 29 30 31    
 
 

Cerca in questo Blog

  Trova
 

FACEBOOK

 
 

Ultime visite al Blog

max_6_66oscardellestelleperpoche1nilsiabellicapellidgl3francesca632ghionnamarcofesfsdtobias_shuffleenrico505Acquamarina.0lacey_munrolisten67street.hassletanksgodisfriday
 

Chi puņ scrivere sul blog

Solo l'autore puņ pubblicare messaggi in questo Blog e tutti gli utenti registrati possono pubblicare commenti.
 
RSS (Really simple syndication) Feed Atom
 
 

 

« Toshiba announced the sa...Paper-thin solar panels ... »

It expects 2020 global virtual reality industry to achieve $ 21.8 billion in revenue

Post n°60 pubblicato il 31 Luglio 2015 da fesfsd
 

July 30, according to foreign media reports, market research and consulting firm Tractica in a newly released report said that by 2020, consumer spending in virtual reality hardware and software will reach $ 21.8 billion.

Tractica report, including Facebook's because the new Oculus Rift and Sony Project Morpheus, including virtual reality helmet will be on sale in 2016 will be a year determine the success or failure of virtual reality. Also a major virtual reality helmet HTC Vive go on sale later this year.

Tractica analyst Craig Foster (Craig Foster) said in a statement, "Given some of the world's largest companies invest huge amounts of money, the success of the virtual reality industry at stake. Allows users to try virtual reality technology, and really understand its potential, it remains a challenge. "

http://www.modulesdirect.com is an independent distributor 6 years old, more than 300 thousand electronic components can be found at our web datadase, such as SKKD60F17 and mg150q2ys50, hard to find and obsolete electronic components is our leading business, looking for to cooperate with all company or personal who want to buy electronic parts.

Tractica expected if consumers respond positively to a virtual reality helmet, including virtual reality helmet, fittings and contents, including the surge in global revenues by $ 108.8 million in 2014 to $ 21.8 billion in 2020, an average annual compound growth rate of 142%. With virtual reality helmet penetration starting to reach a critical point, the virtual reality industry will focus on revenue-generating hardware to content. Tractica expected by 2017, will account for over one third of the contents of virtual reality in revenue by 2020 this proportion will be close to two-thirds of the time. Video games will be the largest-selling virtual reality content, but music, social, travel, sports and fitness applications will also bring a lot of revenue.

In addition to Facebook, Sony and HTC, but to get involved in virtual reality and augmented reality industry, other technology giants including Microsoft, Google and Nokia.

 
Condividi e segnala Condividi e segnala - permalink - Segnala abuso
 
 
Vai alla Home Page del blog
 

© Italiaonline S.p.A. 2024Direzione e coordinamento di Libero Acquisition S.á r.l.P. IVA 03970540963