This IDC Survey (33-slide presentation) summarizes findings from IDC's U.S. Gamer Survey, 2019, as it relates to virtual reality (VR) and augmented reality (AR) hardware adoption and app and video content use in gaming households. Since about two-thirds of U.S. households contain a gamer, the results should be directionally representative of all consumer households.
Since consumer AR headset adoption remains nascent (HoloLens and Magic Leap One are briefly considered), the deck mostly focuses on the competitive positioning of mobile VR (screenless viewer products such as Samsung's Gear VR and Google's Daydream), Oculus' Rift and Rift S, HTC's Vive and Vive Pro, Sony's PlayStation VR, and Windows Mixed Reality headsets. Valve Index received a few responses and so wasn't broken out. The deck also delves into what products are likely to sell well this holiday season in the United States and examines the rationales that are preventing more gaming households from buying a VR/AR product.
"The survey data confirms that mobile VR is trending down and that Oculus headsets are performing well in a relative sense in 2019 and will probably turn in a solid 4Q19 sales total. On the downside, four in five gaming households have little or no interest in VR/AR experiences and hardware bundle prices and general apathy toward VR/AR are the major reasons why consumer demand remains tepid." — Lewis Ward, research director, IDC's Gaming and VR/AR services