Virtual reality, the idealised next step in both gaming and simulations. With the rise of Oculus Rift, HTC Vive, Sony's Project Morpheus and the recent OnePlus Cardboard virtual reality is beginning to look for a place in the consumer household, rather than with only arcades and technology enthusiasts.
The question is, and you will be whether virtual the truth is here to stay and how does it affect the existing gaming market. TMR, a market intelligence company has released a written report estimating that the United States virtual reality market was worth US $466.6 million in 2012. With anticipated growth to reach US $5.8 billion dollars by 2019.

Get more info is probable the driving force behind the wide range of companies jumping on the VR scene. Everyone from Sony to Valve are currently developing or have released early products, such a range of heavy hitting gaming companies is a sign that virtual reality includes a place. Whilst this anticipated growth is impressive, it remains to be seen if this new technology will be purely a passing fad or a long-term gaming option.
According to this report the constant increase in technology, such as for example 3D effects and motion tracking are pushing the rise of virtual reality. Whilst increasing disposable incomes are letting a growing number of households give this new technology a go. On the flip-side the price of these technologies, demonstrated by Valve stating that their HTC Vive is aimed at the high-end consumer is likely to harm growth and widespread adoption.
The worldwide spread of VR is actually concentrated within THE UNITED STATES and Europe, with both representing 69% of the revenue share. Though surprisingly Asia is slated as the region of highest potential due to the growing online involvement and presence of Sony, who have easy to Asia because of their Project Morpheus.
This single report highlights that VR has huge potential, both for the companies producing them and the consumers. Yet ultimately it'll depend on the content that will be available for these machines and the expense of them. At the existing time the average consumer won't spend the equivalent of an Xbox One or PlayStation 4 for a machine that provides only a limited selection of games. Though if games like the "Keep Talking and Nobody Explodes" demonstrate anything, it is that the right type of game style could work seamlessly with headset VR. We look forward to the day that Call of Duty could be played on a virtual reality machine, or maybe that wouldn't be such a good idea.