Oculus Go is an all-in-one virtual reality (VR) headset that will offer 1,000s of games, 360-degree experiences without wires or even a PC to attach to. It’s coming – according to Facebook in early 2018 - but Canadian availability remains somewhat of a mystery. But the marketing has begun.
There is a lot of hype when it comes to virtual reality – but will this technology be the gamechanger that shifts the market towards virtual reality experiences without wires and away from screenless viewers (headsets that require users to insert their smartphone)? Or will it take longer for VR to become mainstream, altering how we all consume games, media and virtually every experience that requires or incorporates technology?
Is Oculus set to be the next Apple or Amazon?
What will the future look like – and who will benefit most from VR?
Which VR experiences are of most interest to Canadian consumers?
These are early days, what will VR look like in a decade?
As the market evolves, it seems VR's market potential has been diminished by the emergence of mobile AR as a rival platform. Even with the market pushing towards standalone headsets, premium VR might not accelerate until second-generation, standalone VR headsets break out starting over the next few years.
There are a lot of questions about virtual reality and that’s where the experts from IDC Canada can help. Emily Taylor is a senior research analyst in the areas of consumer service and technology markets. She also can provide unique and intelligent insight into new landscape of virtual reality and augmented reality technologies for both consumers and businesses in Canada. Watch her video for more information on the VR/AR market in Canada, then simply click on her icon to arrange an interview.
Emily Taylor Consulting Manager