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Report Details

2009 Stereoscopic 3D Gaming Report: A Comprehensive Analysis of S-3D Technology for Gaming

Quick Facts

Date of Release:

Number of Pages:
Number of Tables:
Number of Figures:

December 2009
Dale H. Maunu, Chris Chinnock, Norbert Hildebrand, Art Berman
Insight Media

The Need:
Stereoscopic 3D has re-entered the mainstream via Hollywood and several thousand cinemas worldwide.  This new wave of 3D movies has, to date, successfully out performed 2D movies on a revenue per screen basis.  So far, this renewed interest has not found its way from the Cineplex to the living room for a variety of reasons, such as the limited stereoscopic 3D content, the lack of standards for distributing 3D content and the overall availability of 3D capable displays.  The exception, however, is gaming.  Today’s gamers can enjoy well over 400 game titles in S-3D when using an appropriately equipped PC and one of the S-3D capable monitors. Very recent developments include the ability to play S-3D games on gaming consoles and a 3D-capable TV, the release of the 3D game Avatar, as well as the release of the first 3D capable laptop computers.

What are the implications of these developments and is this trend sustainable in the future?  Is this type of gaming compelling to the consumer?  What do gamers think of S-3D?  What does it take to develop an S-3D game?  Who are the decision makers and what would motivate them to invest in an S-3D game?  What are the implications for the hardware makers?  How many Monitors, TVs, Laptops and Projectors will be needed over the next 5 years to satisfy this growing market?  Which 3D technologies are the most compelling and why?

Report Objective:

The objective of this report is to give product planners and technologists involved with display devices (LCD, PDP, OLED and DLP), display related products (Monitors, TVs, Laptops and Projectors), and those involved in the video game industry, such as console makers, game publishers, game developers and gamers themselves, a detailed analysis of Stereoscopic 3D Gaming.

This report provides details about the various S-3D display technologies, software requirements for game development, a comprehensive overview of S-3D games available today, the perspective of gamers having played hundreds of hours of S-3D games, a description of 3D technologies, and most importantly, a detailed forecast of the S-3D gaming market.


  • Overview of 2D & 3D Gaming Systems
    • Capabilities of the current generation of gaming consoles (Microsoft XBOX 360, Nintendo Wii, and Sony Playstation 3) and their ability to support S-3D gaming.
    • Capabilities of the current generation of handheld gaming consoles (Nintendo DS, Sony PSP and Apple iPhone/iPod Touch) and their ability to support S-3D gaming.
    • The role of the game engine and the implications of S-3D on the game engine.
  • S-3D Games in today’s market:
    • Discussion of the types of games in the market and the gamers that buy them.
    • List of S-3D compatible game titles.
  • Detailed analysis of the value proposition of S-3D gaming:
    • How we set-up an S-3D gaming system; including what went right and what went wrong.
    • S-3D hardware evaluation with monitors from Hyundai IT, iZ3D and Samsung (using NVIDIA’s 3D Vision System).
    • Results of extensive play of 24 titles in S-3D.
    • Gamer reactions to S-3D.
  • The Hardware to play S-3D games:
    • Overview of the various S-3D display devices available.
    • Overview of S-3D technologies and the industry status.
  • Overview of the Gaming infrastructure:
    • Descriptions of video game companies.
    • S-3D case studies featuring insights from Blitz Games Studios, Ubisoft and gaming parlor Eudemonia.
  • Market potential analysis and forecast:
    • Analysis of how to make S-3D gaming a part of the mainstream.
    • Detailed market needs analysis of Desktop Monitors, Laptops, Televisions and Projectors with Market and Competitive Assumptions, by year, to 2014.
    • 3D capable display unit forecast through 2014 by formfactor and technology

Click here to view the complete Table of Contents.

An example of Insight Media’s proprietary Market Needs Analysis is shown in the figure.

Insight Media’s approach to forecasting is unique and transparent. We have established a methodology of analyzing the market by considering the needs that are important to the consumer and by rating how well the products on the market meet those needs today and in the future. We use the results of these analyses to guide us in developing our forecasts. The transparency comes from the detailed explanation of all assumptions used in creating the forecast. We do not provide a number without a detailed supporting explanation.


The forecast for monitors, laptops and TVs, and to a lesser extent, projectors, follows a similar analysis path. The steps are:

  1. Define the market needs criteria
  2. Evaluate the importance and how well the products meet the consumer expectations for each technology
  3. Develop price and performance assumptions for each technology
  4. Develop yearly market and competitive assumptions
  5. Develop TAM and penetration models
  6. Develop forecasts by technology
  7. Roll up forecasts

An example of our forecast for worldwide 3D-capable unit shipments by technology is shown in the figure. We provide forecasts for three scenarios, Expected, Optimistic and Conservative.

We go a step further and forecast not only 3D-capable displays, but also how many of them will be used for gaming, as opposed to some other purpose.

For the report, Expected, Optimistic and Conservative forecasts were created for both 3D-capable displays, with a second forecast that estimates how many of these displays are used by gamers. Forecasts for each of the following were created:

  • Monitors; x-pol, LCD Page Flipping, Two Panel and Active Retarder
  • Laptops; x-pol, LCD Page Flipping, OLED Page Flipping, LCD Active Retarder and LCD Autostereoscopic
  • Televisions; x-pol, LCD Page Flipping, PDP Page Flipping, OLED Page Flipping, Active Retarder and DLP RPTV Page Flipping
  • Projectors; Page Flipping (DLP, 3LCD and LCOS)

Who Should Buy:

  • Stereoscopic 3D gaming system developers and publishers
  • 3D entertainment content developers
  • PC, graphics card and supporting hardware/software suppliers
  • Notebook, monitor, projector and TV manufacturers and component suppliers
  • Active and passive glasses suppliers/developers
  • Internet, cable, broadcast and satellite delivery companies and supply chains
  • Investors looking for information to support due diligence


This report is delivered as a PDF file under a site license agreement.


2009 Stereoscopic 3D Gaming Report

Multi-site Report Pricing Contact:

For special section pricing options, please contact us.

Contact: Insight Media, Dian Mecca,, (203) 831-8464.

Report Details | Table of Contents