top of page
  • Writer's pictureFloney Yang

Market Research

Updated: Apr 19, 2021


Since non-euclidean geometry can provide an immersive higher dimensional experience in virtual reality, the VR market would play a big role in this research project. The global virtual reality market size was valued at USD 10.32 billion in 2019 and is expected to grow at a compound annual growth rate (CAGR) of 21.6% from 2020 to 2027. [Statistics based on Grand View Research Market Analysis Report]


VR Gaming Platform:

  1. HTC Vive (Valve/HTC): HTC Vive is the product between Valve(a PC game developer) and HTC(a hardware company). Since Valve owns Steam, one of the largest PC gaming platforms, it’s a smart choice to choose HTC Vive as the VR development platform for VR games.

  2. Oculus Rift (Oculus[Facebook])

  3. Playstation VR (Sony)

  4. Gear VR (Samsung)

  5. Google Daydream/Cardboard (Google)


Companies:


Valve

  1. Revenue: $4.3B ‘20-Q3

  2. Primary Business:

1. Software: Steam

2. Game Development: Counter-Strike, Grand Theft Auto V


Facebook

  1. Revenue:75.16B TTM

  2. Primary Business: Software


Sony


Samsung

  1. Revenue: 230179.55B TTM

  2. Primary Business: Hardware: Mobile Phones


Alphabet: Google


Current Higher Dimension Concept Related Games in the Market:


Miegakure and 4D Toys have achieved the visualization of 4D objects in 3D space renders; HyperRogue and Hyperbolica visualize the mathematical concept of hyperbolic space and utilize third-person/first-person perspective to create innovative gameplay experience; A Slower Speed of Light takes a different approach on 4D theory and uses time as the 4th-dimensional variable to create time dilation effect and other interesting visualization.

Learning from/Inspired by those amazing games with complex 3D/4D mathematical concepts, Project Plato will focus on the benefit of 4D visualization in the VR gaming experience. As HyperRogue and Hyperbolica already presented the interesting space bending the concept of hyperbolic space, according to Martin Skrodzki, the author of Illustrations of non-Euclidean geometry in virtual reality, once the players look away from the 3D screen, the feeling of higher dimensional visualization goes away. Therefore, to build upon the work presented in the previous higher dimension concept-related games, Project Plato will continue exploring the visualization of 4D in the first-person perspective in VR to break the space limit of the VR gaming experience.


bottom of page