Consumer VR Market Faces Decline as Apple's Vision Pro Lacks Impact in 2024

Consumer VR Market Faces Challenges Ahead



The consumer virtual reality (VR) market is experiencing significant challenges as revealed by Omdia's recent research. This decline is primarily highlighted by a staggering 10% decrease in headset sales in 2024, plummeting to 6.9 million units from 7.7 million units in the previous year. This continued downward trend casts a shadow over the future of consumer VR, as the market is projected to decrease further into 2025. Only tentative hopes are pinned on a potential rebound projected for 2026, leading to a persistent atmosphere of uncertainty for stakeholders in the virtual reality landscape.

The much-anticipated launch of Apple's Vision Pro, which was expected to reignite interest in VR technology, failed to deliver the expected impact. Commenting on the situation, George Jijiashvili, a Senior Principal Analyst at Omdia, noted that the momentum for the industry has waned considerably, particularly due to a lack of significant developer engagement ten months post-launch. Additionally, the recent entry-level offering, Quest 3S, has not contributed significantly to increasing Meta's headset sales, reinforcing the notion that VR may remain a niche market unless there are transformative changes.

Data indicates that the number of active VR headsets has also declined by 8%, falling to 21.9 million in 2024. This drop can largely be attributed to the fact that many Quest 2 users, of which over 20 million have been sold since 2020, have not sought upgrades. However, the long-term forecast remains cautiously optimistic, with projections suggesting growth by 2029. This anticipated increase is contingent upon Meta's ongoing commitment to the VR sector and the predicted launch of a more budget-friendly Apple Vision Pro variant in 2026.

In terms of revenue, Omdia's latest projections indicate that spending on VR content will reach approximately $904 million in 2024, with expectations to increase to $1.3 billion by 2029. In stark contrast, the gaming console sector is expected to generate a whopping $37.4 billion in the same period, underscoring the still-nascent state of the consumer VR market. Factors contributing to this dwindling engagement post-pandemic include a lack of compelling new content and growing skepticism among developers regarding the return on investment (ROI) for VR projects.

Furthermore, device manufacturers are hesitant to make substantial investments in VR at present, leading to a shift in focus toward augmented reality (AR) glasses. These lightweight devices aim to provide all-day accessibility to multimodal artificial intelligence, and manufacturers hope that this transition may help normalize face-based spatial computing, ultimately paving the way for mass-market acceptance of VR technology.

In summary, the landscape for consumer VR shows a concerning trend with notable declines in sales and engagement. The initial excitement surrounding Apple's Vision Pro and Meta's efforts appears to have lost steam, indicating a need for innovation and renewed interest in VR and AR technologies moving forward. As manufacturers pivot their focus, the ongoing challenge will be how to resurrect excitement among consumers and developers alike, ensuring that VR does not remain merely a niche market but evolves into a more mainstream and viable technology solution in the coming years.

Topics Consumer Technology)

【About Using Articles】

You can freely use the title and article content by linking to the page where the article is posted.
※ Images cannot be used.

【About Links】

Links are free to use.