Posts tagged virtual reality
Omdia: 12.5m consumer VR headsets will be sold in 2022, with $1.6bn being spent on VR content

Consumer virtual reality (VR) will be worth $6.9bn in 2022, increasing to $20bn in 2027, according to Omdia’s Consumer VR Headset and Content Revenue Forecast 2022-2027. In the face of macroeconomic challenges, the market continues to expand, with 12.5 million headsets expected to be sold in 2022, and $1.6bn spent on VR content.

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Pandemic Tempers Growth in AR/VR Spending, but the Long-Term Outlook is Positive, says IDC

Growth in worldwide and European* AR/VR spend will decline in 2020 compared to the pre-COVID-19 forecast scenario according to the June release of the International Data Corporation (IDC) Worldwide Augmented Reality (AR) and Virtual Reality (VR) Spending Guide. Marked reductions in IT spend and an economic downturn due to the pandemic will slow worldwide AR/VR spend to $10.7 billion — a tempered 35.3% growth from the $7.9 billion spent in 2019. But the long-term outlook remains strongly positive — IDC estimates a five-year compound annual growth rate (CAGR) in AR/VR spending of 76.9% worldwide in 2019–2024 to reach $136.9 billion by 2024.

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AR/VR Markets Forecasted to Recover from 2021 to 2025, Increasing Shipments Substaintially -- Strategy Analytics

Strategy Analytics predicts a strong recovery for the global Augmented Reality (AR) and Virtual Reality (VR) markets in 2021 after COVID-driven contraction in 2020. This recovery is expected to be spurred on by a 6 fold increase in XR (the combination of AR and VR) shipments, recent consumer-friendly innovations to AR headsets, and the adoption of smartphone-tethered VR.

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Artificial Intelligence Set To Dominate Operating Rooms By 2024 -- Frost & Sullivan

A study from Frost & Sullivan claims that by 2024, the artificial intelligence (AI) market for surgery will reach $225.4 million up from $69.1 million in 2019. The use of AI and analytics in conventional operating rooms will help hospitals address inefficiencies and clinical challenges physicians face when performing surgery, according to this new study.

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Strategy Analytics: AR and VR Driving 5G Service Differentiation for LG Uplus

LG Uplus has a 5G market share 9 percentage points higher than its overall retail market share in South Korea, enabled by a strong focus on AR and VR content. New research from Strategy Analytics concludes that, in a highly competitive market where differentiation on network quality and pricing is difficult, the operator has successfully used AR and VR content as both a compelling use case for B2C 5G services and as a source of content exclusivity driving customer acquisition.

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Commercial and Public Sector Investments Will Drive Worldwide AR/VR Spending to $160 Billion in 2023, IDC Says

Worldwide spending on augmented reality and virtual reality (AR/VR) is forecast to reach $160 billion in 2023, up significantly from the $16.8 billion forecast for 2019. According to the International Data Corporation (IDC) Worldwide Semiannual Augmented and Virtual Reality Spending Guide, the five-year compound annual growth rate (CAGR) for AR/VR spending will be 78.3 percent.

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Sales of Connected Consumer Devices to Exceed 520 Million Units by 2022, Parks Associates Says


Sales of connected consumer devices — including networked cameras, security systems, and connected health devices — will exceed 520 million units by 2022, according to Parks Associates. The report, sponsored by Calix, presents the opportunities emerging from this wealth of residential devices and details strategies for service providers to operate in the smart home market in ways that leverage their strengths while avoiding the pitfalls of past efforts.

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Smartphone Content Will Drive Virtual Reality Games Revenue to $8.2 billion by 2023, Juniper Research Says.

A new study from Juniper Research has found that revenues from VR-specific games will reach $8.2 billion by 2023, rising from an expected $1.2 billion in 2019. It argued that development of smartphone VR content is essential to increase consumer confidence in VR across all platforms, following a disappointing year of hardware sales in 2018.

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AR/VR 1.0 must die in Order for AR/VR 2.0 to Live, Digi-Capital Says

The future of AR/VR could be bright, but only if it moves beyond where it is today. 2018 was the first of what look like two transitional years, with a potential shakeout in 2019 before an inflection point in late 2020. Digi-Capital's new Augmented/Virtual Reality Report Q1 2019 and AR/VR Analytics Platform look at where we are today, where we’re heading tomorrow, and some of the changes needed to get us there.

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Sony's 3M Playstation VR Headset Sales in Line with Digi-Capital Forecasts

Sony has sold over three million Playstation VR (PSVR) headsets to date, making it the clear market leader in the premium/standalone VR platform sector over its HTC Vive and Oculus Rift competitors. These numbers are exactly in line with the hardware sales forecasts in Digi-Capital’s AR/VR/XR Analytics Platform.

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