HP Innovation Journal Issue 09: Spring 2018 | Page 62

Special Report Figure 2 3. Consumers want more than just fun from augmented and virtual reality. The broad consumer base is more interested in practical, daily life Augmented and Virtual Reality (AR/VR) appli- cations than gaming (Figure 3). While non-gamers have lower average AR/VR purchase intent, the larger popula- tion represents a hardware sales opportunity equal to that of gamers. AR/VR is evolving into a range of different use cases and device form factor will most likely play a role in their adoption. Consumers are interested in AR/VR technology and services, but few are comfortable wearing intrusive devices. Integrating AR technology into wearable and other daily life devices is one way to overcome the chal- lenge. In fact, 55% of consumers long for the day when they can replace their smartphone with a wearable solu- tion that has all smartphone functionality through voice, augmented reality, and hologram interfaces. Now is the time to consider blending AR/VR into prac- tical life experiences. While AR/VR is differentiating now, it will increasingly be embedded across a wide range of services. Defining ways to further differentiate the expe- rience as AR/VR becomes more ubiquitous will be key to creating service monetization opportunities. 4. Consumers are in search of simplified, flexible and engaging subscription over-the-top video experiences. With more than 200 over-the-top (OTT) service provid- ers in the U.S. alone, it is not surprising that consumers often need to manage multiple OTT services to get all the 62 content they want. However, an overwhelming majority of respondents (86%) are tired of this juggling act. Their search for a simplified, centralized experience points to the potential of aggregation services and managed access models in the industry. Yet, this does not mean consumers are looking for access to all content—just theirs. Half of the respondents (51%) believe they are paying for content they don’t want, an indication that the market is ripe for flexible bundles that can be customized to consumer preferences and new business models that can unlock additional consumer demand (Figure 4). While many OTT services are gravitating towards subscription-based models to drive revenue, Accenture research reveals that there is still a healthy consumer appetite for advertising. In fact, 64% of respondents stated that they are not willing to pay more to remove advertising. This gives OTT services the opportunity to pursue diversified options for monetization and to pro- vide consumers with more flexible options to satisfy their preferences and price point. There is no question that consumers are engaged in OTT services and becoming more so. According to Accenture research, online video consumption accounts for 42% of consumers’ viewing time, but comprises only 23% of consumers’ viewing wallet. Although OTT ser- vices are not yet reaping their fair share of market spend, there is definite potential to grow revenue by aligning these values and positioning OTT as a competitor to tra- ditional PayTV to attract new viewers.