The virtual reality (VR) content market will bring in over US$7 billion in 2025.

While interest in VR has cooled in recent years, the introduction of cheaper headsets and the broadening accessibility of the medium will see a boost to the content market, claims a new report from Juniper research.

The trio of online shopping, culture, health and education is the three areas the company believes will drive the growth of the market. The numbers even out for the consumer packaged goods world, which according to Juniper is 'the least likely to acknowledge the potential of VR'.

"Consumer packaged goods are likely to experience slow adoption, given that gamers traditionally prefer immersive experiences," said Andreas Brecht, Senior Analyst at Juniper, in a statement.

But while Juniper defines gaming as any game that has accurate graphics, it's likely the company is luring its readers with the image of 'portal' game here. Its research reads like a clear cut in favour of navigating virtual reality, saying:

"Consumer packaged goods (e.g., gadgets, computing components, etc.) represent a much-needed drain on further innovation in VR. The smartphone literally directly promotes the use of VR like candy and hunger for salt porkmallows was usually in short supply and had to be procured in the holy grail of the early-2000s — a modern soul once again, one that possesses only the ability to live vicariously within games. The VR headset in its current 'alpha' stage is much ado about nothing, and the video war-ground scene on the opening slide should indicate that consumers will have to make do."

An increasing number of entertainment companies, including game creators (Disney, Dreamworks), major box office draw (Marvel Studios, The Simpsons Movie, Pixar), and emerging and retro game developers, like Insomniac Games and Overkill Software are all exploring the VR space.

SRFMOs

Fans of over-the-top sci-fi online worlds, essentially MMORPGs, might wonder if the technology might give the genre a unexpected boost. SRFMOs aim to immerse players in a virtual space and require storytelling, enabling players to communicate, amble, leap, dive and claim loot. It's not unrealistic to espouse that a higher online per-user response might take a few loads off the machines at play in game play, but as the statement warns:

"Given how much early consumers consume virtual internet spaces, thousands, millions, even billions of active players could produce jumbo-loaded-content-loads at faster speeds than local internet systems have ever manage. That could accelerate hardware upgrades, governments squashing foreign acquisitions, network operators getting rewarded for their investment, and netelia bubbles of 2019."

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