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The Impact of Virtual Reality on the Video Games Market in 2016 and Beyond

May 29th, 2017

 

2016 was a crucial test for consumer-ready virtual reality gaming with a number of high-end headsets entering the market. However, high prices combined with a limited selection of games kept high end devices like Oculus Rift and HTC Vive from mainstream gamers. PlayStation VR along with mobile-based VR devices like Samsung Gear VR accounted for the majority of the 8 million headsets sold in 2016.

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Mykola Golovko

With a degree in Economics Mykola Golovko is the senior Toys and Games analyst at Euromonitor International. Having previously worked in a similar capacity within consumer electronics, Mykola is driving the analysis of the rising influence of technology on the global toys and games market.

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