Immersive Computing - Consumer Augmented & Virtual Reality Report - 2018

January 25, 2018  | Subscribers Only

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Keep pace with emerging consumer spending for augmented reality and virtual reality technology with comprehensive market research and analysis.

World consumer spending on VR games, interactive experiences and video reached $803 million in 2017, and we forecast that spending will reach $2.8 billion by 2021. Consumer spend on all AR-related mobile apps is forecast to grow from $1.6bn in 2017 to $7.8bn in 2021. Consumer spending on location-based VR reached $385 million in 2017 and is forecast to grow to $906 million by 2021.

We have unveiled new research about this rapidly changing and growing market with in-depth analysis of the consumer Virtual Reality (VR) and Augmented Reality (AR) sectors. Our latest research significantly expands coverage to add AR market and technology analysis, and analysis and forecasts for the location-based VR market.

The Immersive Computing - Consumer Augmented & Virtual Reality Report contains 69 tables and charts. In this unmatched resource, you will find analysis of entertainment media, entertainment centers and consumer electronics and understand new technologies, including virtual reality headsets, augmented reality headsets, smart glasses, augmented reality smart devices and much more.

Packed with current information and data, our report uncovers the consumer market opportunity at country and brand level and the location-based B2B2C opportunity on a regional basis.

Key issues addressed:

  • How is technology evolving across immersive computing categories?
  • How big is the consumer VR and AR market opportunity?
  • What are the bestselling VR and AR platforms?
  • How much are consumers spending on out-of-home VR entertainment services?

Steve Bailey

Principal Senior Analyst, Games

Steve Bailey is a principal senior analyst for Games at Omdia.

David Hancock

Director – Research and Analysis, Cinema & Home Entertainment

Mr. David Hancock is a director of Research and Analysis for Cinema & Home Entertainment at IHS Markit.

Jack Kent

Director, Media and Advertising

Jack Kent leads IHS Markit’s Media and Advertising research, heading up a team of analysts covering Games, Cinema, TV Channels & Programming, Home Entertainment and Advertising research.

Chenyu Cui

Senior Research Analyst, Games

Chenyu Cui is a Senior Research Analyst, Games at Omdia.

Pablo Carrera

Principal Research Analyst, Cinema

Pablo Carrera is a principal research analyst for Cinema Intelligence at Omdia.

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