The market research institute SuperData Research has published its end-of-year report for 2019 that offers new insights of the virtual reality industry as well as a review of the year 2019 in XR. SuperData’s work is mainly focused on XR and the gaming industry.

SuperData Research: XR Games Revenues 2019
SuperData Research: XR Games Revenues 2019

According to the report, revenues in the XR industry is expected to grow to $6.3 billion in 2019, an increase of 26% over the previous year. The growth has mainly been powered by virtual reality headsets such as the standalone VR hit Oculus Quest. The standalone virtual reality headsets such as Oculus Quest and Oculus Go sold twice as well as in 2019 and made up of 49% of the all the virtual reality headsets sold.

Sales of the PC VR headsets through 2019 remained “relatively stable” but overall, the sales would have dropped 8% were it not for new virtual PC VR devices such as Oculus Rift S and the Valve Index virtual reality headsets which staved off the downward trend.

SuperData Research: Virtual Reality Headsets Shipments 2019
SuperData Research: Virtual Reality Headsets Shipments 2019

Sales of smartphone headphone mounts such as the Samsung Gear VR dropped 54%. 2019 is the year when smartphone VR was finally buried for good. Henceforth, users will be opting for the more conventional headsets such as the PC VR like the Valve Index and standalone virtual reality headsets like Oculus Quest.

XR Games

In 2019, XR games grossed $2.2 billion with much revenues still coming via the strongly performing Pokémon Go title which generated $1.4 billion in sales during the year. The Pokémon Go revenues accounted for 81% of all income from augmented reality games in 2019. The total income from augmented reality games increased by 12%.

Niantic’s Harry Potter: Wizards Unite was a flop. In its first month, the title made only 1% of what Pokémon Go made in its first month.

In 2019, virtual reality games sales grew by 41%, mainly powered by the success of the Oculus Quest headset. Consumers spent about $171 million in virtual reality games running on standalone headsets. Consumers also spent $86 million on PC VR games.

You can download the SuperData Research report here for free.

https://virtualrealitytimes.com/wp-content/uploads/2020/01/Virtual-Reality-Headsets-Shipments-600x441.jpghttps://virtualrealitytimes.com/wp-content/uploads/2020/01/Virtual-Reality-Headsets-Shipments-150x90.jpgSam OchanjiResourcesTechnologyTechnology DiscussionThe market research institute SuperData Research has published its end-of-year report for 2019 that offers new insights of the virtual reality industry as well as a review of the year 2019 in XR. SuperData’s work is mainly focused on XR and the gaming industry. According to the report, revenues in...VR, Oculus Rift, and Metaverse News - Cryptocurrency, Adult, Sex, Porn, XXX