This IDC Survey summarizes findings from the IDC's U.S. Gamer Survey, 2017, specifically as it relates to virtual reality (VR) and augmented reality (AR) hardware adoption and software application and video content usage in gaming households. Given that about two in three U.S. households contain a gamer, the results may be read as directionally representative of all households. VR headset adoption is much further along, and the surrounding content ecosystem is far more mature, relative to AR-capable headsets and software/content. As a result, most of the deck focuses on VR market dynamics, with a particular emphasis on the relative performance of Gear VR, PlayStation VR, Oculus Rift, Google Daydream, and HTC Vive.
"Although ownership of some kind of VR- or AR-specific device was up about 40% in 3Q17 relative to 3Q16 in U.S. gaming households, it's nevertheless clear these devices are struggling to find a sustainable value proposition. In the case of VR, for example, headset users averaged about an hour a day in 3Q17 overall, which hardly qualifies as "hardcore" behavior, and perhaps worse yet, 13% of VR device owners reported nonuse in the quarter. VR and AR device vendors, store operators, and application and content developers have a lot work to do to address the significant adoption and usage barriers to remain in these markets, and this road appears to start with delivering better games, video content, and other interactive and social apps and communication tools — and, yes, lower priced hardware in spite of this summer's round of price cuts." — Lewis Ward, IDC's Research Director of Gaming and VR/AR