S.W.O.T. Analysis: Oculus Rift

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Francesca Bacarossi
PUR
Oculus Rift S.W.O.T Analysis
Strengths

Interest among its consumers since the first development kit

Compatible with PC/MAC, PS3, PS4, XBOX 360, XBOX One

Full HD OLED display

Weighs 400 grams

Built-in head tracking technology

Affordable price

Headset is worn

Uses elements of smartphones (price)

3D field of view: 110 degrees diagonally
Weaknesses

Uncomfortable

Uses cables

Not realistic enough

Did not sell well at the beginning
Opportunities

Almost no competition

Software modifications in order to appeal to all markets

Standard for virtual reality games
 Global market for video games has been increasing exponentially from 2012 with $66.3
billion to $86.1 billion expected in 2016

The U.S. is #1 from the top five video game markets with a revenue of $13.60 billion

Growing interest in Virtual Reality (VR) = strong and loyal consumer groups
Threats

Sony’s Project Morpheus: to be released soon (late 2015-early 2016)
o Only has a 40 degree field-of-view
o Price to be determined
o Initial target market will be PS4 owners (limited)

Other startup companies such as Virtuix

Negative PR from articles along the lines of Oculus Rift causing addiction and loner habits
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