Future of Virtual Reality Market
Future of Virtual Reality Market
#1) Virtual Reality(VR) and Augmented Reality(AR) will multiply 21-fold from
2019 – 2022
According to research by the International Data Corporation (IDC) research, VR
and AR market will reach 15.5 billion euros by 2022. AR and VR spending would
reach $18.8 billion in 2020, an increase of 78.5% over the $10.5 billion,
achieving a five-year annual growth rate (CAGR) of 77.0% to 2023.
The below image displays a forecast of AR VR headset shipments in 2019–
2023:
AR and VR will be at the center of digital transformation and the spending of
different companies and consumers will increase by an additional 80%,
according to this report. Virtual and augmented reality hardware will comprise
more than half of the projected spending.
The personal and consumer services will lead to this growth at $1.6 billion,
followed by retail, and discrete manufacturing. AR is expected to overtake the
VR market spending as early as this year or by the next year.
Nevertheless, the industry will continue to struggle due to the lack of effective
user experience design and slow adoption in underdeveloped economies.
The healthcare and retail domain of the economy will lead to the adoption
growth of AR and VR.
North America region was accounted for the majority of the share in the AR
and VR industry last year, which is true so far. However, the Asia-Pacific
market witnessed the fastest growth during the forecast period. The growth in
the Asia-Pacific market would be led by increased investment in the defense
and commercial domains in the region.
According to this report, the market would expand as a result of the increase
in industrialists and technological enhancements.
The report says that the main players in the AR and VR market are Alphabet
Inc., Oculus VR, LLC, Microsoft Corporation, Qualcomm Technologies Inc., Intel
Corporation, Himax Technologies Inc., Samsung Electronics Co. Ltd., PTC Inc.,
and Sony Corporation.
#4) Make more money with virtual and augmented reality content
The below image depicts that VR and AR industry will grow with CAGR of
18.5% during 2018 – 2025.
The growth in demand for 360 degrees videos will continue providing
opportunities for content creators to provide this kind of content.
The training sector, especially in employers for training and promotional
purposes, is expected to dominate the growth of VR and AR market in the
coming years. According to this report, companies such as Walmart, Boeing,
UPS, and others are using AR VR for training purposes and this is or has been
generating demand for the content.
This is even, as companies such as Boeing and Agco, continue to see benefits
of using AR for purposes of training such as a reduction in operational time.
Boeing has seen a decrease of 25% in its operational time as a result of using
augmented reality headsets.
The increase in usage of the chips will result from the competitive consumer
electronics market as players continue upgrading the quality of smartphones,
laptops and digital recorders, and others. An increase in penetration of mobile
devices and gaming consoles, and an expanding gamer’s community will fuel
this growth during the focus period as due to the advancement in technology.
VR AR experts by Region:
VR AR experts by Designation:
Virtual reality could be adopted largely in treating patients with phobias and
anxiety disorders. It is used in therapy for people with autism to help them
develop social and communication skills. Eye-tracking technologies based on
AR and VR are employed in the diagnoses of patients with visual or cognitive
impairments.
The merger of artificial intelligence, augmented reality, and virtual reality will
enhance the customization of VR and AR content as the customers would like.
That said, about 30 million people will use VR in the USA in the year 2021,
according to a survey by eMarketer.
#2) Experience VR/AR on Your Mobile Phone and Headset
on-the-go
AR VR headset sales forecast by IDC:
The size challenge for AR and VR – especially VR, is huge because powerful
processing hardware that is usually large is needed for generating graphics
that are contained within the headset.
The impact of 5G on mobile apps will be big and so will be its impact on AR
and VR, especially AR. By default, AR and VR, especially VR, require high data
transfer even on cloud, processing, and formation of virtual images. This will
improve with the introduction of 5G support on more mobile and Internet
devices.
The mid-range headsets such as the Samsung VR headset, which provide mid-
range quality of experiences, cost slightly more or less than $150. At the
organizational level, virtual reality technologies such as the simulation training
and health systems and developer kits are highly-priced even for many mid-
sized organizations to afford.
The immersive nature of VR and AR makes the content enjoyable. The fact
that the user is viewing something they like is one thing and immersing them
into it is another. With life-size images and interactivity, customers enjoy
doing what they like with the power of the feeling of presence in what they
are viewing.
The story-teller won’t have to twist the story the way they want and influence
the viewers because the latter can look for more and detailed evidence (than
in an ordinary video story) for what is being narrated, in the same content.
There is also lacking viable business models. Companies are lacking viable
cost-effective business models and strong industry standards and vision to
drive the industry are lacking.
That said, many people don’t care about VR because they do not use it on a
day-to-day basis. Many people have no idea of VR and what it is capable of,
and VR is not reaching the target audience money-wise. There are only a few
demonstrations and examples of use-cases.
Conclusion
This virtual reality tutorial discusses the future of virtual reality technology.
Most studies show the potential of the technology that will be observed soon
– in the range of 5 to 10 years – given advances in technologies such as
smartphones and Internet technologies and as devices and technologies
become more affordable and less costly.
We saw that the benefits of VR have proved its potential in the future,
although there are challenges to be overcome for VR to reach its full
potential.