This IDC Survey summarizes findings from our U.S. Gamer Survey, 2018, as it relates to virtual reality (VR) headset and viewing device adoption and software app and video content usage in gaming households. Most of the deck focuses on the competitive dynamics between Google's Daydream View, HTC's Vive and Vive Pro, Oculus' Rift and Go, Samsung's Gear VR, Sony's PlayStation VR, and Windows' Mixed Reality headsets. The deck compares and contrasts the major cases for these devices, game-related spending, and the demographics and usage patterns of VR headset users.
For the vast majority of gaming households that didn't own a VR or AR (augmented reality) headset in 3Q18, we also asked them the key factors holding them back from making such a purchase and offer guidance to VR brands that may help them lower these key barriers.
"More than 4 million American households used a VR headset or viewing device to watch video content, play games, socialize and communicate with friends and family members, or to experience a range of other immersive apps and content types last quarter. While this fairly new addition to the tech landscape experienced its share of growing pains in 2018, it also grew significantly year over year in most key metrics, and the amount of quality content in the pipeline should help further drive up hours of weekly use in 2019." — Lewis Ward, IDC's Research Director of Gaming and VR/AR