Revenue mapping and installed base analysis were employed to determine global market valuation in the hardware and software sectors. The methodology comprised the following:
Identification of over 60 key stakeholders in North America, Europe, Asia-Pacific, and Latin America, including semiconductor suppliers, first-party and third-party software publishers, cloud streaming platform operators, and VR headset OEMs
Product mapping encompasses tethered headsets, standalone VR devices, haptic mittens and controllers, MMO VR platforms, smartphone VR adapters, and console-tethered systems. Examination of annual revenues that are reported and modeled for VR gaming divisions, platform commission structures, and software monetization (premium sales, DLC, microtransactions, subscription services)
In 2024, stakeholders representing 75-80% of the global market share will be represented, including Meta Reality Labs, Sony Interactive Entertainment, Valve Steam, HTC VIVE, and key game publishers with dedicated VR portfolios.
Deriving segment-specific valuations for headsets, glasses, devices, gloves, and compatibility segments (MMOs, smartphones, casual web games, consoles) through extrapolation using bottom-up (hardware shipment volumes × ASP by SKU + software revenue by platform and region) and top-down (manufacturer revenue validation, platform holder ecosystem reports, digital store transaction data) approaches.