Investigating the booming VR market_More than 30% of gamers intending to use it in the future
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In recent years, in addition to enjoying VR content such as games and videos, VR is also used in ways such as metaverse, and the situation including VR is once again exciting. In terms of hardware, PSVR2, which is compatible with PS5, was announced, and Meta is said to soon announce a next-generation VR HMD in addition to the existing VRHMD Quest 2. Therefore, we investigated the use of VR equipment and future use intentions.
Game Age Research Institute Co., Ltd. (President: Seiichi Mitsui) has conducted various analyzes as the only “marketing research and consulting firm specializing in the game business” in Japan. In recent years, the traditional game market has entered a period of transition due to the rise of new “entertainment” that goes beyond the framework of so-called games, such as VR and e-sports, which have become hot topics around the world. For that reason, we will continue to conduct analysis that delves into the lifestyle of gamers under the current theme of “what is a gamer?”
In recent years, in addition to enjoying VR content such as games and videos, VR is also used in ways such as metaverse, and the situation including VR is once again exciting. In terms of hardware, PSVR2, which is compatible with PS5, was announced, and Meta is said to soon announce a next-generation VR HMD in addition to the existing VRHMD Quest 2. Therefore, we investigated the use of VR equipment and future use intentions.
■ The number of people who have used the service is still low at less than 10%, but more than 30% intend to use it in the future.
First, when I asked if they had ever used VR equipment before,8.8% of gamers have usedThat was the result. More than 90% answered that they have never used it, indicating that there are still few users at present.[Graph 1]
next,When asked if they would like to use VR equipment in the future, 30.9% of gamers answered that they would like to use it.doing. Compared to those who have experience using VR, the number of users who intend to use it in the future is increasing, indicating their expectations for the future of VR.[Graph ➁]
Looking at those who have used it and those who intend to use it by age group,People in their 30s are the most experienced users, 25.5%It has become. You can see that the teens and 30s to 40s are the main users with experience.
On the other hand, when looking at the composition of those who intend to use the service, although the intention to use is slightly lower than the experience of using it among those in their 20s and 30s, there is a tendency for those in their 50s who have little experience to use it to have a high intention to use it. It can be said that it is possible to see the possibility that the range of users will expand as VR content expands beyond games.[Graph 3]
■ More than 70% want to use VR for “games” and “video content”
Therefore, we asked prospective users what kind of things they would like to use VR for.
Of course, 72.4% of gamers want to use it for “watching video content”, which is about the same as for games.[Graph ④]
“I want to watch a sports game with a sense of reality, and I want to see a special movie and video” (Male/40s), “I want to experience an idol game as if it were a live performance, even if it’s only once” (Female/30s) ), there were many opinions that they would like to enjoy games and video content as content with a more realistic feeling in VR.
In addition, “I want to experience a haunted house” (female/30s), “I want to experience traveling around the world” (male/50s), “Skydive with realistic videos” (male/40s), “High places are I’m not good at it, so I’d like to try it in VR.”
In addition, about 20% answered that they would like to use it for “Metaverse”. “I want to experience various places while staying at home. I want to experience the world of the Metaverse.” (Male/50s), “I saw the world of the Metaverse on TV the other day! (Male/teenagers) said that they would like to use VR to experience the Metaverse.
In addition, less than 10% of respondents said they would like to use it as a business tool. As specific comments, “Virtual reality space looks simple and interesting and has potential as a business.” (Male/30s), “I learned that there is a VR device at a nursing care site where I experienced dementia, and I want to try it” (Female/40s). We also saw the existence of a layer that is looking at the possibility of
In the future, the VR market is expected to thrive with the release of various VR devices and the enrichment of available content. From the result of this time, it can be seen that the possibility of VR is felt more than ever. In particular, the range of users will increase as the desire to use older people who have never used it before will increase, and the content that can be used and experienced will also become wider.
And after the spread of VR, will there be even more diversified values and lifestyles than now?
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