This IDC Survey is a 44-slide presentation that summarizes findings from IDC's 2018 U.S. Gamer Survey, as it relates to virtual reality (VR) and augmented reality (AR) hardware adoption and app and video content use in game-playing households. Since about two-thirds of U.S. households contain a gamer, the results are directionally representative of all consumer households.
The consumer VR device installed base was naturally much larger in 3Q18 (>4 million in the United States compared with about a quarter of a million AR devices — of which <5,000 appear to have been general-purpose AR headsets/glasses), and the off-the-shelf app and content ecosystem around VR is far more mature. As a result, the deck primarily focuses on the competitive positioning of Gear VR, PlayStation VR, Oculus Rift and Go, Daydream View, Vive and Vive Pro, and Windows Mixed Reality headsets, especially as it relates to app use by category and customer demographics. The deck also delves into rationales that are stopping more gaming households from picking up a VR/AR product.
"Video viewing, games, and communication and social networking apps were the top 3 VR and AR consumer use cases last quarter in the United States, although there were substantive differences between available product brands. It's equally clear, though, that VR/AR product adoption remains a fairly niche phenomenon and that the bundle price of these headsets, glasses, and related viewing devices needs to keep coming down, or at least increase significantly in perceived customer value, if vendors want to top the 25% penetration mark of gaming households within three years." — Lewis Ward, IDC's research director of Gaming and VR/AR