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31 Jan – 4 Feb 2018
The forecasts vary, but the trend is clear. According to market researchers, the market for VR glasses is set to virtually explode over the next few years.
Virtual reality has a huge potential to enter people's lives and change entertainment, work and education.
Martin Börner, member of the Management Board of the German digital association Bitkom
At the beginning of last year, Goldman Sachs in New York published a report stating that the VR market would see growth up to US $ 116 by the year 2025. The researchers say: “Virtual reality and augmented reality have the potential to become the next big computer platform and just as we have observed with PCs and smartphones, we expect new markets to emerge and existing ones to collapse.”
Maybe the analysts' predictions will prove true. Although a lot of concerns have been expressed that there is still little acceptance for virtual reality glasses, consumers do not seem to have any reservations about submerging themselves in entirely new worlds. A study published in March by the New York consultancy firm Magid showed that 89 % of people who had purchased VR glasses were satisfied or very satisfied.
When people think of VR, they usually think of the cliché of a teenager playing shooting games in the basement. Games are important but we think it is more important to satisfy the desire for non-gaming content, which also offers a greater opportunity to address a wide consumer base.
Debby Ruth, Magid
The possibilities offered by VR glasses are indeed vast. The spectrum ranges from industrial applications, transporting urgent goods such as medication, as well as games, shopping and monitoring national borders. Even in the erotic sector, VR glasses seem to be a hot topic at the moment. However, there are also more gamelike applications, as could be seen at the Spielwarenmesse® 2017.
The French company Parrot promised visitors to the Tech2 Play area a whole new flying sensation with the Multicopter Disco FPV and cockpit glasses.
The French were not the only ones to focus on flying from the perspective of the cockpit. Manuel Natterer, executive partner at Jamara e.K., predicts that this will not only lead to advances in miniaturization of technology, but the number of customers will also increase as a result of new technologies. "The number of flying objects in the skies will not decrease", according to Mr Natterer.
The toy industry is doing its bit, too. Current developments suggest that the sector traditionally called model construction should perhaps now be redefined as Plug & Play. Broadly speaking, the market can be classified in the categories professional, semi-professional and "toys". Parallel to this, individual niches are also developing, such as racing or selfie drones. XciteRC exhibited the racing drone Rodeo 110 with a HD camera and Goggle V4 video glasses at the Spielwarenmesse®. Frequently it is the speed and not the 3D feeling that is the real attraction.
The racing drone DRL RacerX achieved the record speed of 163.5 miles per hour in mid July 2017. The RacerX is the result of years of technological innovation.
Anyone whose selfie stick is too short or would rather make videos and photographs that can be shared directly in social networks would be well advised to invest in Yuneec's selfie drone "Breeze 4K".
But the real business is going on in the toys and the semi-professional sectors where pilots should alreay have some flying experience. The clear trend here, too, is for multicopters with VR glasses that send pictures via an integrated camera, either to your smartphone or to special glasses, which creates a three-dimensional feeling. It is as if you were really sitting in the cockpit. Revell's VR Shot quadcopter with WiFi camera and VR glasses guarantees really impressive flying experiences; Silverlit's drone Blacksior and Jamara's compact turbo-quadrocopter Angle 120 VR also come with 3D virtual reality glasses. These are just three examples of a development that is constantly gaining speed. Above all, they demonstrate that virtual reality is not just relevant for commercial applications but is also playing an increasingly important role in mass markets and the toy sector.