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