Cyber Cafe

Category
E-Sport
About This Project

There is a debate around VR’s status as transformative medium or gimmick. Stakeholders use revenue and audience figures to measure success, though this is clearly premature. There are only 43 million global unique VR users in 2017, so the audience for any specific experience is small. The market will reach just over $2 billion by the end of 2017, dwarfed by the $16 billion music industry, $39 billion in global box office sales, and $98 billion digital games market.