Industry Overview - The virtual reality (VR) market is valued at $22.81 billion in 2024 and is projected to grow significantly due to innovations in hardware and software [1] - The gradual shift towards virtual environments is expected to change entertainment and communication, with more virtual worlds integrated into existing applications, especially in social media [1] Company Summaries Meta Platforms (META) - Meta Platforms reported revenue of $39.07 billion, a 22% year-over-year increase, and a net income surge of 73% last quarter [3] - The Meta Quest series of VR headsets positions the company as a leader in the VR gaming industry, noted for affordability and features [3] Qualcomm (QCOM) - Qualcomm's QCT division generated $8.07 billion in revenue, a 12% year-over-year increase [5] - The company benefits from diversification across industries, including VR, and is positioned to capitalize on the rollout of 5G technology [5] Unity Software (U) - Unity's game engine powers 70% of top mobile games and averages 3.7 billion downloads per month [6] - The upcoming Unity 6 is expected to enhance its performance and stability, expanding its use in VR devices [6][7] Roblox (RBLX) - Roblox reported a 31% year-over-year revenue increase to $893.5 million and a 22% growth in bookings to $955.2 million [9] - The platform allows creators to design VR experiences, facilitating a transition to virtual worlds [9] Alphabet (GOOG, GOOGL) - Alphabet achieved $84.7 billion in revenue last quarter, with Google Cloud exceeding $10 billion for the first time [10] - The company is a key distributor of VR content through its services, particularly YouTube and Google Play [10][11] Matterport (MTTR) - Matterport reported total revenue of $42.2 million, with a 16% year-over-year increase in subscription revenue [12] - The company's technology enables the creation of immersive 3D models, enhancing VR gaming experiences [12][13] Take-Two Interactive (TTWO) - Take-Two recorded $1.22 billion in net bookings and a GAAP net revenue growth of 4% year-over-year to $1.34 billion [14] - The company has exclusive rights to popular franchises, positioning it well to explore VR gaming opportunities [14]
7 Virtual Reality Stocks That May Shape Future Entertainment