[Philip Lelyveld comment: Ignoring the made-up 2016 projections, what constitutes $660M spent on VR in 2015?]
"Consumers will spend $5.1 billion on virtual reality gaming hardware, accessories, and software in 2016. That’s up from $660 million in 2015, says the marketing leader. Meanwhile, the global market is expected to grow to $8.9 billion in 2017 and $12.3 billion in 2018.
A breakdown of this year’s $5.1 billion global market shows Europe in the lead with a $1.9 billion share and North America close behind with $1.6 billion. That’s followed by Asia with $1.1 billion, and the rest of the world accounting for $0.6 billion."
Consumers will spend $5.1 billion on virtual reality gaming hardware, accessories, and software in 2016. That’s up from $660 million in 2015, says the marketing leader. Meanwhile, the global market is expected to grow to $8.9 billion in 2017 and $12.3 billion in 2018.
"A breakdown of this year’s $5.1 billion global market shows Europe in the lead with a $1.9 billion share and North America close behind with $1.6 billion. That’s followed by Asia with $1.1 billion, and the rest of the world accounting for $0.6 billion."
See the full story here: http://fortune.com/2016/01/05/virtual-reality-game-industry-to-generate-billions/