2016 has been named “the year of VR”, with so many industry milestones happening across the year. Among the most notable ones, Vive and Oculus started to ship to consumers, Google announced Daydream, Xiaomi and Tencent announced a headset too. The next big release is Playstation VR, due in October.

Since headsets have launched, attention has turned to the importance of content too. With game, interactive, and video studios playing catch up on content creation, output has been slower than early adopters had hoped. In addition, the curated and proprietary aspects of VR app stores means it will take a long time before large volumes of content are available there, and for users to fully understand what content is available where and for which headset.