Virtual reality (VR) devices—whether headsets that work with any smartphone or those that connect to a PC—are exceeding consumer expectations.
Frank N. Magid Associates surveyed 1,000 US internet users ages 18 to 64 in January 2017. Respondents took part in the survey if they participated in at least one of the following activities weekly: watched live or recorded video on a TV, PC or mobile device, or played games on a computer, console or mobile device.
Overall, the study found that the VR devices consumers purchased this past holiday season exceeded their expectations.
For example, among respondents who purchased a VR headset that works with any smartphone, roughly six in 10 said it performed at least slightly better than what they initially expected.
Similarly, nearly two-thirds (64%) of internet users who bought a VR headset that connects to their PC also said it has exceeded their expectations at least slightly. Another 63% said the same for the PlayStation VR headset they purchased.
While these respondents surveyed by Frank N. Magrid own a VR device, many internet users worldwide do not.
Separate research in 2016 from most internet users are not interested in purchasing a VR headset.
A little over a quarter (25.6%) of respondents said they might be interested or were unsure, and just 14.9% said they were interested.
But that is changing, as VR device revenues are expected to increase.
For desktop VR hardware alone, Bloomberg Intelligence and Gartner predict $4 billion in worldwide revenues this year, growing to $21 billion by 2020.