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keyword:Jason Tsai25 result(s)

Press Releases
TrendForce Projects Global Shipments of VR Devices for 2016 to Reach 2.91 Million Units, Driven Mainly By Holiday Sales

2016/12/15

Consumer Electronics / Telecommunications

TrendForce’s latest market survey finds that VR devices will enjoy strong sales this Christmas season on account that game consoles are also going to be popular gift purchases Based on TrendForce’s latest analysis, annual shipments of VR devices worldwide (excluding mobile VR device) are projected to reach 291 million units for 2016 and grow massively by 75% to 51 million units for 2017 In terms of ranking of brands by shipments, Sony is expected to take first place this year, followed by Oculus in second and HTC in third “Shipments of PS VR, Oculus Rift and HTC Vive have all being constrained by low production yields and shortages of key components,” said Jason Tsai, wearable device analyst at TrendForce “Generally speaking, the market supply of VR devices will remain tight until 2018” On the demand side, much of VR device sales for 2016 will depend on consumer demand during Christmas holidays As sales of gaming hardware and software are now at their seasonal peak, sales of VR devices are expected to surge as well Due to the novelty factor, VR devices are expected to be one of the hot holiday gift options In terms of annual volumes, Sony is projected to ship around 15 million units this year “Despite the AMOLED panel shortage and the low production yield, Sony has the highest annual figure compared with the other two major brands,” said Tsai Tsai also pointed out that December will account for at least half of PS VR sales for the year because PS VR as a console accessory will follow the sales pattern of PS4 “The stock of PS VR in retail channels will probably be almost depleted by the end of the holiday period,” added Tsai “Sony therefore will be working hard to increase shipments next year in part to meet the strong demand and in part to fulfill the orders that were not completed in 2016 Additionally, Sony will also launch more exclusive PS VR games developed by third-parties next year TrendForce forecasts that shipments of PS VR device for 2017 will reach about 25 million units, representing an impressive annual growth of 667%” Shipments of Oculus Rift and HTC Vive for this year will respectively come to 650,000 and 460,000, according to TrendForce’s estimation While Oculus and HTC lag behind Sony in volumes, their products are also in high demand TrendForce expects inventories of Rift and Vive in retail channels will be tight during the busy season, but there is no risk of these two devices being out of stock compared with PS VR Annual shipments of Rift and Vive for 2017 are forecast to reach 12 million and 600,000 units, respectively Oculus and HTC will continue to strengthen their supply chains next year to raise their shipments Furthermore, both brands plan to launch their next-generation VR devices sometime between the fourth quarter of 2017 and first quarter of 2018 as to create new demand Revenue of global VR market will total US$224 billion in 2020 with software making up a larger revenue share compared with hardware The revenue of the global VR market in 2016 will total just US$19 billion, according to TrendForce’s estimation Revenue sources include hardware and software but exclude revenue from mobile VR devices As hardware is the focus during this early period of development for VR technologies, it also accounts for a greater share of the total revenue relative to software Because the development of the current VR market is hardware-driven, growth is being delayed by shortages of components, especially AMOLED panels It will take time for the display industry to significantly expand the overall production capacity for AMOLED panels Meanwhile, the widespread adoption of AMOLED among smartphones is squeezing the supply going to VR devices Branded VR device vendors this year have found that issues with component supply, along with the low yield rates during the production, have caused their shipments to be lower than their targets TrendForce expects the VR market will begin to expand at a more rapid pace in 2018, when hardware shipments begin to stabilize By 2020, global VR market will grow to US$224 billion, and software will have a larger revenue share compared with hardware Various VR-related applications will also take off at that time

Press Releases
TrendForce Says OLED Panel Supply Crucial to VR Device Makers as They Struggle to Make Shipments in Peak Season

2016/10/17

Consumer Electronics / Telecommunications

Sony’s PlayStation VR (PS VR) immediately achieved sold-out status following its release on October 13 The event signaled the start of a new round of competition in the global VR device market in the fourth quarter of 2016 “Demand for VR devices will remain quite strong in the next two years,” said Jason Tsai, wearable device analyst for TrendForce “Conversely, product shipments will not keep pace with the demand Shortages of key components, particularly OLED panels, will prevent device makers from putting more products on the shelves” As VR devices are a new kind of consumer electronic products, there are going be manufacturing challenges VR device makers and their component suppliers will have to work through issues related to yield rate and production capacity, so the supply of VR devices will be limited during their initial releases “The top three branded VR device vendors – HTC, Oculus and Sony – are all seeing high demand for their respective products, but they currently do not have the production capacity to match,” Tsai pointed out “The three major vendors may face the unfortunate situation of not having enough products on stock to satisfy consumers during the peak sales season of November and December” The higher-than-expected demand for their products has spurred VR device vendors to expand their purchases of key components, including OLED panels However, the increasing adoption of OLED displays in smartphones is squeezing the share of OLED panel supply for VR devices Google recently launched Daydream View, a VR viewer and controller package that works with compatible smartphones The appearance of this type of hardware will also encourage smartphone makers to feature OLED displays on more of their products In sum, TrendForce expects tight supply for VR-related components to persist over the next year or two PS VR to stay ahead of competitions on account of assistance from PS4 Pro As every branded VR device vendors are having increasing their supply, Sony will remain as the market leader due to PS VR’s connection with the successful PlayStation 4 game console Moreover, Sony will begin selling PlayStation 4 Pro (PS4 Pro) in November As an upgraded version of PlayStation 4, PS4 Pro will incorporate all the major selling points (ie VR, HDR capability and improved hardware) and help propel Sony’s console sales to a higher level According to TrendForce’s estimation, the total annual sales volume of PlayStation 4 will grow 152% from 184 million units in 2016 to 212 million units in 2017 “Not only will the VR feature drive PlayStation sales, PS4 Pro’s hardware will also increase consumer interests in PlayStation VR,” said Tsai “With the demand for PS VR set to take off, the main problem left for Sony is securing the supply of components HTC Vive and Oculus Rift on the other hand will be competing for market share against the more exciting PS VR while facing production bottleneck related to parts shortages Thus, HTC and Oculus will be in a more difficult position going forward”

Press Releases
TrendForce Says Worldwide Success of Pokémon GO Will Help Global AR Software Market Reach US$30 Billion in Scale by 2020

2016/07/21

Telecommunications / Consumer Electronics

With download and active user numbers far exceeding other popular apps, Nintendo’s Pokémon GO has generated an enormous wave of enthusiasm for mobile gaming and augmented reality (AR) technology worldwide According to the latest analysis from the global market research firm TrendForce, the revenue from Pokémon GO is forecast to top US$800 million in 2017 The game is set to become a significant contributor to the expansion of the global AR software market, which will reach US$30 billion in scale by 2020 “The popularity of the Pokémon brand and its character IP, rather than the AR technology, is mainly responsible for the success of this game,” said Jason Tsai, wearable device analyst for TrendForce “Other AR games that were released earlier did not resonate with consumers because they do not have the long and famous brand history that Pokémon has Over a 20-year period, this title has built up a franchise that spans across games, films, anime, toys and other industries In sum, the brand’s widespread recognition and its tens of millions of fans are the driving force behind this craze over Pokémon GO” Tsai also pointed out that Nintendo plans to generate a lot more additional values from the game: “The revenue from the game will be divided according to the typical arrangement Most of it will go to download platforms (ie Google Play and Apple’s App Store) and Niantic, the developer and distributor of the game Though Nintendo controls part of the Pokémon franchise and will also receive a share of the revenue, making profit from the game is not company’s primary, long-term goal The real aim is to generate continuing publicity with the Pokémon brand using the AR technology and attract potential customers to other, even more valuable areas of the franchise such as theme parks” Tsai added that Pokémon GO’s popularity will benefit the entire AR industry by encouraging further innovations in mobile-based AR technology: “Many software developers will try to replicate the game’s success and explore other possible applications for the AR technology If the game Angry Bird could be seen as the takeoff point in the growth trajectory of mobile games, then Pokémon GO could also be regarded as the catalyst for the rapid expansion of AR applications on the mobile platform Some app developers will take the lessons from the Pokémon GO and create knockoff games However, these titles may end up being not as successful due to the lack recognizable character IP or the poor use of the IP in game design Nonetheless, the proliferation of mobile-based AR games will increase consumers’ contact with the technology People will eventually become more familiar with using AR apps for different activities Besides spurring the creation of new AR game apps, Pokémon GO will help expand AR’s role in consumers’ everyday lives

Press Releases
TrendForce Estimates VR Device Shipments to Reach 9 Million Units This Year Owing to Strong Pre-Order Sales of PlayStation VR

2016/06/23

Consumer Electronics

Sony made its widely anticipated PlayStation VR (PS VR) available for pre-order this month following the releases of HTC’s Vive and Oculus’s Rift So far, the market reception towards PS VR has been very good as Japan and several other regions have reported that their pre-order shipments were sold out immediately after the announcement Global market research firm TrendForce expects PS VR to generate another huge wave of VR device shipments this year If the branded vendors are able to ensure sufficient supply, TrendForce forecasts that shipments of VR devices (excluding mobile-based products) will grow at a CAGR of 535% from 9 million units this year to 50 million units in 2020 “While sales from various branded vendors have been brisk, this year’s VR device shipments will be mainly influenced by the supply side of the market,” said Jason Tsai, wearable device analyst for TrendForce “Branded vendors were overly conservative in stocking up their inventories before the market releases of their products They are now seeing the product demand far outstripping the supply and will have to adjust their inventories in the next two quarters, or else the undersupply situation in the VR device market will likely persist to the second half of 2017” Moreover, software is fast becoming the largest opportunity in the VR industry TrendForce estimates that the total value of the VR market in 2020 will surpass US$70 billion, of which nearly 60% will come from software “The strong sales performances of various devices in the VR market will attract more new entrants from the hardware field,” said Tsai “Many software developers will also enter the market in the next two to three years to help expand the range of VR applications” PS VR is projected to take 67% of the device market share this year with about 6 million units shipped TrendForce’s latest analysis indicates that PS VR will overwhelm its competitors this year, taking 67% of the global VR device market with about 6 million units shipped In comparison, Oculus will ship 23 million units of Rift while HTC will ship just 700,000 units of Vive The cumulative shipments of PlayStation 4 (PS4) gaming consoles are expected to exceed 50 million units by the end of this year PS VR will therefore benefit from the large PS4 user base as they are potential buyers Moreover, first-time buyers of VR devices will find the combined package of PS4 and PS VR more economical HTC’s Vive offers higher performance capabilities, but its average selling price is quite high PS VR on the other hand is priced for general consumers looking for new forms of interactive entertainment and recreational activities with family and friends PS VR is also an attractive choice for hardcore gamers because Sony and third-party developers will launch many Triple-A VR titles for the device in the near future

Press Releases
VR Technology Shined at CES 2016; TrendForce Expects Device Shipment Growth to Follow Next Wave of PC Upgrades

2016/01/13

Telecommunications / Consumer Electronics

One of the most talked-about technologies shown at this year’s Consumer Electronics Show (CES) in Las Vegas is virtual reality (VR) Headset devices such as HTC’s VIVE, Oculus’s Rift, Samsung’s Gear VR 2 and Sony’s PlayStation VR drew huge crowds that wanted to try them out Jason Tsai, wearable device analyst for TrendForce, said that CES and the next month’s Mobile World Congress (MWC) are two important events for VR device developers to showcase their products before their market launch The media coverage during the CES significantly raised the awareness of the technology and created a positive environment for the growth of the VR industry Tsai’s assessment of vendors’ offerings at CES finds that Sony has the lead in the competition In addition to having spent a considerable time working on PlayStation VR, Sony has a strong advantage in resources needed to develop VR gaming PlayStation VR moreover is an attractive addition for gamers who already own or are going to buy a PS4 console Taking purchasing costs and incentives into consideration, TrendForce expects PlayStation VR to lead in VR device shipments this year HTC VIVE and Oculus Rift, which require buyers to upgrade their PCs, will follow in second and third places Shipments of VIVE and Rift will not pick up significantly until 2017, when consumers begin replacing their old PCs with new ones compatible with these headsets Tsai also noted that pricing will be the most critical factor affecting each vendor’s shipment performance Consumers’ willingness to buy VR devices will be determined by the price of the main headset as well as the prices of accessories, including controller sticks and gamepads

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