According to new TDG research, by 2025, virtual reality (VR) will have a global user base of more than 275 million (60 million in the US alone), while global VR-related revenue is expected to top $18 billion in the same period.
According to the report, before one can accurately assess the relevance of VR to non-gaming video experiences (e.g., watching TV shows and movies), it is necessary to grasp the nature of contemporary video viewing. Take, for example, the increased personalization of video viewing and the shift from social to individual viewing contexts.
Joel Espelien, TDG senior analyst and author of the new report, says video viewing has evolved from a social medium (traditionally understood as groups of viewers sitting together in a living room to watch TV programs on a television set) to an individual experience (defined by solitary viewing on smaller, more personal screens with audio delivered via headphones).
A majority of video viewing time is done alone as opposed to in a social context. Even television viewing time (both linear and streaming) is almost evenly split between solitary and social. According to Espelien, the fragmentation of viewing among multiple screens and the trend toward individual viewing is key to understanding the future of VR viewing.