Apple, virtual reality, and the 50 billion market?

The war for the market for virtual reality headsets, which remains a particularly sharp sub-genre of the world of digital entertainment, could experience a jolt of activity with the possible arrival of Apple in the arena, judges the firm of GlobalData analysis. Thus, if the company at the apple embarks on this adventure, potentially, it is argued, with a US$3,000 headset launched next January, the virtual reality market could reach 50 billion by 2030.

The proposal is certainly bold, but GlobalData, under the direction of its analyst Anisha Bhatia, believes that the company based in Cupertino, Calif., could rely on its very large base of consumers and particularly loyal users to boost its sales. GlobalData specialists believe that this massive adoption of this new reality headset would greatly accelerate the transition to augmented reality (AR) and virtual reality (VR) technologies. We even mention an important step taken in the development of the metaverse, a catch-all term to evoke virtual worlds which, for the moment, are only used to sell helmets, precisely, or to make people believe that it will be logical to pay cold hard cash to buy purely virtual properties.

Also according to Anisha Bhatia, it is on the services side, rather than the sales of devices themselves, that we must look for the key to revenue growth at Apple. In fact, in the second quarter of 2022, these services accounted for more than a fifth of Apple’s revenues, which totaled 19.8 billion. Hence this estimate of a virtual reality market, fueled by the sale of headsets, but above all by subscriptions to virtual services, for example, the value of which would reach 50 billion by the end of the decade.

The firm also anticipates that Apple will rely on its large set of devices (telephones, tablets, headphones, watches, computers) to integrate its future virtual reality headset, even if it will be sold independently, without be, for example, linked to a video game console.

For Ms. Bhatia, Apple would come to play in the flower beds of Meta, the parent company of Facebook, which owns 90% of the market, but which also largely subsidizes its device, a strategy which could prove too expensive to be maintained, if a new, deep-pocketed competitor enters the market.

But Meta would not have said its last word either, with future versions of its helmet, the Oculus Quest, in development.

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