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AR/VR Market Needs Structure

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0% found this document useful (0 votes)
20 views3 pages

AR/VR Market Needs Structure

Uploaded by

mabousteit
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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AUGMENTED

AND VIRTUAL REALITY A market that will grow by five times on four years
Growth of the global AR/VR applications and headsets market
A market in need of structure if it hopes
to keep its promises 70

60

Augmented and virtual reality (AR/VR) solutions continue to make strides.


Services have been launched in multiple industries, but more structure is 50

needed to ensure these solutions can reach their full potential. The avenues 40

Billion €
being taken today are encouraging, and 5G will be a key enabler of the
developments being ushered in by AR/VR. 30

20

10

0
2019 2023

AR-VR HMD AR-VR entertainment AV-VR industry 4.0

A growing AR/VR market be increasingly digital, involves tech sector Source: IDATE DigiWorld in “The immersive technologies market (VR/AR/MR)”
AR/VR applications are being used in a number heavyweights such as Sony, Samsung, Apple,
of sectors of activity, including entertainment, Google, Oculus (owned by Facebook, which is
industry 4.0, travel and tourism, training, health, betting heavily on VR) and HTC. The services
retail and public works. Virtual reality is still and content segment is very piecemeal,
the most developed of the two, with the first populated by a host of players. The headset
Leader Sony being challenged by Facebook
generation of headsets hitting the market in sector is more concentrated, with only a few
2016. Augmented reality, meanwhile, which still companies dominating the sale of second Progression of global VR hardware sales by supplier
relies mainly on tablets and smartphones, is generation autonomous mobile headsets like
starting to catch on in entertainment, making the Oculus Quest and HTC’s VIVE Cosmos.
6
its first major splash with Pokémon GO, but also
in the business world as part of industry’s digital The industry needs more structure to
5
transformation, and in retail. In terms of market achieve its full potential
value, video games are the top earner in the field Two industry strategies are playing out side by
4
of virtual reality entertainment – both personal side. First is the integrated strategy, marketing an

Million units
and group. This sector already has an efficient AR/VR solution that includes a content hosting
3
business model, capable of remunerating everyone platform, a selection of products and an online
along the value chain. shop. Second is the intermediary model, where
the supplier of the technical solution operates 2

A host of players involved, but a starring an online shop that distributes content supplied
EMERGING TECH

role for internet giants by others. In addition, the standardisation of AR 1

Today’s AR/VR solutions and services market and VR technologies, the advent of 5G and the
is a fragmented one. Immersive experience development of second generation headsets 0
2017 2018 2019
specialists include companies such as Tobii, will pave the way for services in a number of
for eye tracking and control solutions, Specktr industries. AR could have major benefits for Sony Oculus (Facebook) HTC Others

and its wireless gloves, and Varjo with its retailers, for instance.
human-eye resolution performance booster.
The distribution of AR/VR content, which will Jacques BAJON Source: Statista
6

122 123
AUGMENTED
AND VIRTUAL REALITY A market that will grow by five times on four years
Growth of the global AR/VR applications and headsets market
A market in need of structure if it hopes
to keep its promises 70

60

Augmented and virtual reality (AR/VR) solutions continue to make strides.


Services have been launched in multiple industries, but more structure is 50

needed to ensure these solutions can reach their full potential. The avenues 40

Billion €
being taken today are encouraging, and 5G will be a key enabler of the
developments being ushered in by AR/VR. 30

20

10

0
2019 2023

AR-VR HMD AR-VR entertainment AV-VR industry 4.0

A growing AR/VR market be increasingly digital, involves tech sector Source: IDATE DigiWorld in “The immersive technologies market (VR/AR/MR)”
AR/VR applications are being used in a number heavyweights such as Sony, Samsung, Apple,
of sectors of activity, including entertainment, Google, Oculus (owned by Facebook, which is
industry 4.0, travel and tourism, training, health, betting heavily on VR) and HTC. The services
retail and public works. Virtual reality is still and content segment is very piecemeal,
the most developed of the two, with the first populated by a host of players. The headset
Leader Sony being challenged by Facebook
generation of headsets hitting the market in sector is more concentrated, with only a few
2016. Augmented reality, meanwhile, which still companies dominating the sale of second Progression of global VR hardware sales by supplier
relies mainly on tablets and smartphones, is generation autonomous mobile headsets like
starting to catch on in entertainment, making the Oculus Quest and HTC’s VIVE Cosmos.
6
its first major splash with Pokémon GO, but also
in the business world as part of industry’s digital The industry needs more structure to
5
transformation, and in retail. In terms of market achieve its full potential
value, video games are the top earner in the field Two industry strategies are playing out side by
4
of virtual reality entertainment – both personal side. First is the integrated strategy, marketing an

Million units
and group. This sector already has an efficient AR/VR solution that includes a content hosting
3
business model, capable of remunerating everyone platform, a selection of products and an online
along the value chain. shop. Second is the intermediary model, where
the supplier of the technical solution operates 2

A host of players involved, but a starring an online shop that distributes content supplied
EMERGING TECH

role for internet giants by others. In addition, the standardisation of AR 1

Today’s AR/VR solutions and services market and VR technologies, the advent of 5G and the
is a fragmented one. Immersive experience development of second generation headsets 0
2017 2018 2019
specialists include companies such as Tobii, will pave the way for services in a number of
for eye tracking and control solutions, Specktr industries. AR could have major benefits for Sony Oculus (Facebook) HTC Others

and its wireless gloves, and Varjo with its retailers, for instance.
human-eye resolution performance booster.
The distribution of AR/VR content, which will Jacques BAJON Source: Statista
6

122 123
Reproduced with permission of copyright owner. Further reproduction prohibited without permission.

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