This IDC Survey summarizes findings from IDC's 2017 U.S. Gamer Survey as it relates to virtual reality (VR) hardware adoption and software application and video content usage in gaming households. Most of the deck focuses on the competitive dynamic between the major VR headset vendors: Facebook (Oculus Rift), Google (Daydream), HTC (Vive), Samsung (Gear VR), and Sony (PlayStation VR). The deck reviews several use cases for these devices, and the demographics and usage patterns of VR headset users are contrasted and rolled up into market averages.
For the vast majority of gaming households that didn't own a VR or an augmented reality (AR) headset in 3Q17, we also asked them the main factor holding them back from making such a purchase and offer guidance to vendors that could help them address key adoption barriers.
"Video viewing has emerged as a bedrock use case given that about 60% of VR headset users in U.S. gaming households reported related viewing activity in 3Q17. Gaming wasn't too far behind at approximately 57% penetration. It's nevertheless the case that VR headset use wasn't all that heavy or frequent in 3Q17 on any headset, and it's a bad sign that 13% of VR device owners reported nonuse last quarter. VR has gained a foothold in America's households in the past year, but it's a tenuous foothold, and much work remains to be done by all supply chain constituents before this tech can move out of an early adopter niche and approach its latent potential." — Lewis Ward, IDC's research director of Gaming and VR/AR