This year has seen a 50% rise in the penetration of Virtual Reality (VR) headsets with 11% of respondents now owning the hardware

This year has seen a continued increase in the ownership of games consoles. The rate of ownership has risen from 34% of respondents in 2020 to 41% in 2022. The penetration of VR headsets has also risen to 11% of respondents in 2022, a new Deloitte study shows.

17% of those respondents between 18- and 24-year-olds own a VR headset, and 57% of the same age group know something about the metaverse.  One of the challenges to the penetration of VR technology is the cost of the hardware. One in four of the respondents found the costs to be prohibitive.

The metaverse

One of the largest developments in the virtual reality space, the metaverse – a digital world in which a person can control an avatar and interact with the avatars of others remains an underdeveloped concept for Irish consumers. The term hit mainstream only 12 months ago and 65% of people have heard of it with 35% at least familiar with what the metaverse is.  However, again the 18–24-year-old category are more aware, with 57% of them knowing something about the metaverse.

John Kehoe Deloitte Partner in Audit and Assurance (Technology, Media and Telecom) said: “The concept of a metaverse has been thrust into mainstream media in the past year, with younger people being more familiar with what it is.

“Interestingly awareness is different between men and women, with 44% of men knowing something about the metaverse compared to 26% of women. There are also significant differences in the age demographics, with 57% of 18-24 year olds knowing something about it, compared to just 19% for 55-64 year olds.”

Consoles make pandemic gains but mobile gaming remains dominant

Following declines in 2019 and 2020 after reaching a peak of 38% in 2018, access to games consoles has peaked again with 41% of respondents confirming access. Two thirds (67%) of adults surveyed play digital games on any device, including their smartphone.

The data on console ownership aligns with recent sales figures for the PlayStation 5 (PS5), which sold 25 million units by the end of September 2022, according to Sony’s official sales numbers. However, a persistent chip shortage has kept the PS5 from matching the sales pace of its predecessor, the PS4, which has gone on to sell over 100 million units and counting.

While Microsoft does not disclose official sales numbers, the tech giant has confirmed that the Xbox Series X|S are the fastest-selling Xbox consoles of all time.

However, mobile gaming still remains the dominant market with one-in-two adults who own a smartphone using it to play video games.

Mr. Kehoe continued“There has been some significant gaming related acquisitions in the last 12 months, with Microsoft’s acquisition of Activision Blizzard, a leader in game development and interactive entertainment content publisher for $68.6 billion, being the most notable. Activision Blizzard earned over half its Q2 revenue from mobile gaming and related sources. This acquisition is subject to regulatory review by the European Commission, the results of this investigation are due by the middle of March 2023.”

In game currency and purchases

‘Gaming on demand’ subscriptions continue to rise in popularity as nearly half of players now hold a gaming subscription with Playstation Plus/Now (20%) and Xbox Live (15%) the most popular.

One-in-four gamers surveyed have purchased in-game currency with younger age groups particularly interested in this: 47% of respondents in the age group 18-24 purchased in game currency. Season passes (15%) or game extensions (10%) related digital content were the top purchases, with either regular money or in-game currency used.

Daryl Hanberry, Partner and Head of Technology, Media and Telecommunications at Deloitte said: “Even though two-in-three gamers have not spent money on digital content in the last two months, we know that these in-game purchases are driving significant revenue for companies like Activision Blizzard, especially purchases made in mobile games.”

Mr. Hanberry continued: “Microsoft’s acquisition of Activision Blizzard and Sony’s plans for a dedicated PlayStation mobile gaming unit show that more traditional gaming companies are beginning to look towards revenue models that are increasingly driven by in-game purchases. It will be interesting to see if the habits of gamers change in response to this.”

Dublin’s First VR Center Announces Major Expansion #FutureShock #VR #VirtualReality

Future Shock has today announced their plans to expand and move their virtual reality centre to a much larger location, to tackle growing demand and open up new target markets. Known for being Dublin’s first virtual reality arcade, having opened in October 2017, the expansion will enable the addition of VR escape rooms (via an exclusive license with Ubisoft), an esports gaming centre, educational school tours and large sized corporate group events. 

 

Moving to a brand new facility custom designed from the ground up for their specific needs, the new location will become a world class entertainment centre for the local and wider Dublin community. Being located in The Arena Centre, Tallaght offers ease of access with free parking while also still being accessible from the Luas line. They expansion comes with a description change to ‘tech entertainment centre’ compared to the original ‘VR arcade’ title. This is to reflect the increased product offerings available, such as augmented reality educational courses and non VR entertainment options. The facility size will increase from 1900 sq ft to over 4600 sq ft with expected guest numbers of 25,000 per year. 


Commenting on the expansion, Future Shock founder Conor Gannon said “Our new centre will offer us the ability to hit strong growth targets and go after new markets that were never available to us previously due to size limitations. The educational market is a major untapped market as there is no facility in the country that can offer such cutting edge technology to a large student group.

The ability to tie in our content with the students curriculum can be a major learning aid for the student, as virtual reality has been shown to in some studies to achieve a 125% increase in an exams pass rate  (90% pass rate with VR lessons, 40% pass rate without)


We haven’t forgotten our entertainment roots however, and will be implementing a strong expansion on this side of the business also. As well as expanding our standard VR options, we’ll be introducing a much more sophisticated free roam VR system, a premium VR escape room experience and a more traditional gaming centre with a focus on esports. 

 

Commenting from Ubisoft Dusseldorf, Patrick Fedler, the chief customer officer of Ubisoft Escape Games had this to say; We are delighted to hear of Future Shock’s expansion, they have shown a consistently excellent customer experience throughout their time running our content and we’re eager to see them bring our team focused escape experiences to a new audience”


Construction has already begun on the new facility, with an opening scheduled for April of this year. More info can be found on their website at http://www.futureshock.ie