2018 AR/VR industry consumption will reach 17.8 billion U.S. dollars

You must have noticed that the VR cyber cafe has come to the shopping mall near you. Children can experience immersive virtual worlds just by wearing VR heads. Currently for most consumers, the 360-degree VR experience of the terminal is not limited to mobile VR and split VR. At the same time, industry experts believe that AR allows users to interact with the virtual world while interacting with the real world. According to the latest ICD report, global AR/VR consumption is expected to reach 17.8 billion U.S. dollars by 2018, which is 95% more than the 9.1 billion U.S. dollars in 2017. Thomas Husson, Forrester’s vice president and chief analyst, said: “VR and AR are groundbreaking technologies. The AR game Pokemon Go went through big waves in 2016, and VR will be the same. Facebook said VR will be the next calculation. platform." Husson said: "In 2017, we saw more opportunities opened up by VR and AR, and at the same time, more tools are open to developers. Developers can use Apple's ARKit and Google's ARCore to create new ones. AR experience." Although Apple has yet to start ramping up the AR/VR market, Apple's ARKit on iOS 11 allows developers to create an unmatched AR experience for the iPhone and iPad. Similarly, Google's ARCore Toolkit allows developers to develop AR experiences on the Android platform. Husson said: "Soon there will be billions of compatible platforms ARKit iOS devices begin to produce scale effects." Thomas George, senior vice president of CMR, believes: "The AR/VR market will grow at a CAGR of more than 50% over the next five years. The application of AR/VR as a head-mounted display will increase, especially in retail, automotive, medical, and training. National defense, games and entertainment."

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