Oculus VR

The Statista dossier
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Statista dossier about Oculus VR

This dossier presents a range of statistics, facts and forecasts about the virtual reality (VR) hardware and software specialist Oculus VR. It includes information on the overall VR market, as well as the impact of the coronavirus (COVID-19) outbreak on the industry. The report features the financials of Facebook who acquired Oculus VR in 2014, whilst further chapters detail the product categories the company is involved with as well as its main competitors. A special focus chapter explores VR applications in an industry setting.

Table of contents

  • 1. Overview
    • Projected size of the augmented and virtual reality market 2016-2020

    • Global AR/VR forecast spending by segment 2020

    • Global AR/VR forecast spending by country 2020

    • Global immersive technology consumer market revenue 2018-2023, by segment

    • Global consumer virtual reality market size 2016-2023

    • XR games revenue worldwide by type 2019

    • Boost to GDP from virtual reality (VR) worldwide 2019-2030

    • Number of jobs enhanced globally by VR and AR 2019-2030

  • 2. Coronavirus (COVID-19) Impacts
    • COVID-19: global video game spending March 2020

    • Impact of COVID-19 on the YoY growth rate of AR/VR headset shipments Q1 & Q2 2020

    • COVID-19: impact on weekly unit sales growth of UK gaming VR market 2020

  • 3. Financials
    • Facebook: worldwide quarterly revenue 2011-2020

    • Facebook: worldwide quarterly revenue 2010-2020, by segment

    • Facebook: quarterly net income 2010-2020

  • 4. Segments
    • VR/AR/MR/XR technology investment directions worldwide 2016-2019

    • Projected AR/VR unit shipments worldwide 2020 & 2024, by hardware type

    • Global virtual reality (VR) headset shipments Q3 2018 - Q3 2019, by category

    • VR gaming headset unit sales by type 2019

  • 5. Competitors
    • VR headset unit sales worldwide 2019, by vendor

    • Reported price of leading consumer virtual reality (VR) headsets in 2019, by device

    • PSVR unit sales worldwide 2020

    • VR headset ownership among Steam users 2020

    • VR/AR platforms currently being work on by game developers worldwide 2019

    • Game developers level of interest in VR/AR platforms worldwide 2019

  • 6. Special Focus: Industry Application
    • Global market spend on extended reality (XR) technologies 2018-2023, by industry

    • Investment in AR/VR technology worldwide in 2023, by use case

    • AR/VR use case spending CAGR worldwide 2018-2023

    • Industry professionals' view on the ubiquity of extended reality (XR) technology 2019

    • Augmentation of work time using extended reality (XR) technology in 2019, by industry

    • Level of adoption of AR/VR technology among global business executives in 2018

    • Areas of business where XR is used according to XR professionals worldwide Q3 2019

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