Immersive Entertainment- AR, VR, and the Metaverse

The rise of gaming’s prominence within popular culture has coincided with the maturation of human-machine interface technologies that make entertainment, learning, and interaction more immersive. This broad immersive entertainment category reaches beyond gaming use cases and includes virtual and augmented reality hardware and experiences.

Tech giants and consumer electronics/gaming ecosystem players see opportunity in a metaverse construct as the next generation of immersive experiences. This study examines immersive entertainment adoption and perspectives today, with competitive insights on key players’ performance in the VR and AR markets. It also assesses consumer attitudes toward VR, barriers to adoption, and familiarity with metaverse concepts.
 

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Executive Summary

Familiarity with XR Concepts

VR Ownership in Internet Households

Device Purchased in the Last 6 Months

Top Brands of VR Headset Owned

Top Brands of VR Headset Purchased or Received

Barriers to VR Adoption by VR Trial Experience

AR Activities Performed by Gender

AR Activities Performed by Generation

XR Concept Familiarity

Virtual reality and augmented reality are evolving within divergent models.

The Road to XR

Familiarity with Virtual Reality Concepts

Familiarity with Virtual & Augmented Reality

VR & AR Familiarity by Household Income and Generations

Familiarity with Virtual Reality Concepts by Generation

Familiarity with Virtual Reality Concepts by Household Income

Familiarity with Virtual Reality Products by Generation

Familiarity with Virtual Reality Products by Household Income

VR Purchase and Ownership

Virtual Reality Headset Experience

Attitudes Towards VR Technology

VR Ownership

Device Purchased in the Last 6 Months

VR Headset Purchase Price Range

Important Feature for Future Gaming Console Purchases

Top Brands of VR Headset Owned

Top Brands of VR Headset Purchased or Received

VR Headset Brand Share of Recently Purchased Products

Top Brands of VR Headset Owned

XR Usage

Virtual Reality Use Frequency

Virtual Reality Use Frequency by Generation

Positive Attitudes Toward VR

Negative Attitudes Toward VR

AR Activities Performed

AR Activities Performed by Generation

AR Activities by Gender

XR Outlook

Barriers to VR Adoption by VR Trial Experience

Activities Likely to Perform with a VR Headset

Activities Performed by VR Owners

VR Purchase Intention

VR Purchase Intention by Gamers by Products Owned Category

Purchase Intention by Computer OS

Barriers to VR Adoption

VR Headset Evolution

AR Eyewear Evolution

Publish Date: 1Q 2023

Slides: 57


Authored By:
Yilan Jiang - Senior Director of Consumer Analytics
Yuting Mu - Consumer Insights Analyst I

Published by Parks Associates
© March 2023 Parks Associates

All rights reserved. No part of this book may be reproduced, in any form or by any means, without permission in writing from the publisher.

Printed in the United States of America.

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