AR/VR use cases proliferate
- Auteur:Ella Cai
- Relâchez le:2017-08-08
The AR/VR market will double every year for the next five years going from $11.4 billion this year to $215 billion in 2021, says IDC, as use cases proliferate.
This year, the US market will worth $3.2 billion, Asia/Pacific (excluding Japan) $3 billion and Europe $2 billion.
The consumer segment will be the largest source of AR/VR revenues in each region in 2017, the next largest segments are discrete manufacturing and process manufacturing.
In the next five years, the consumer segment in the U.S. will be overtaken by process manufacturing, government, discrete manufacturing, retail, construction, transportation, and professional services.
In Asia except Japan, the consumer segment will remain the largest area of spending throughout the forecast, followed by education, retail, transportation, and healthcare.
Consumer spending will also lead the way in Europe, with discrete manufacturing, retail, and process manufacturing showing strong growth by the end of the forecast.
In 2017, the largest industry use cases will be retail showcasing ($442 million), on-site assembly and safety ($362 million), and process manufacturing training ($309 million).
In 2021, the largest industry use cases will be industrial maintenance ($5.2 billion) and public infrastructure maintenance ($3.6 billion), followed by retail showcasing ($3.2 billion).
By contrast, the consumer segment will be dominated by AR and VR games throughout the forecast, with total spending reaching $9.5 billion in 2021.
The use cases that will see the fastest growth over the forecast period are lab & field (166.2% CAGR), therapy and physical rehabilitation (152.0% CAGR), and public infrastructure maintenance (138.4% CAGR).
This year, the US market will worth $3.2 billion, Asia/Pacific (excluding Japan) $3 billion and Europe $2 billion.
The consumer segment will be the largest source of AR/VR revenues in each region in 2017, the next largest segments are discrete manufacturing and process manufacturing.
In the next five years, the consumer segment in the U.S. will be overtaken by process manufacturing, government, discrete manufacturing, retail, construction, transportation, and professional services.
In Asia except Japan, the consumer segment will remain the largest area of spending throughout the forecast, followed by education, retail, transportation, and healthcare.
Consumer spending will also lead the way in Europe, with discrete manufacturing, retail, and process manufacturing showing strong growth by the end of the forecast.
In 2017, the largest industry use cases will be retail showcasing ($442 million), on-site assembly and safety ($362 million), and process manufacturing training ($309 million).
In 2021, the largest industry use cases will be industrial maintenance ($5.2 billion) and public infrastructure maintenance ($3.6 billion), followed by retail showcasing ($3.2 billion).
By contrast, the consumer segment will be dominated by AR and VR games throughout the forecast, with total spending reaching $9.5 billion in 2021.
The use cases that will see the fastest growth over the forecast period are lab & field (166.2% CAGR), therapy and physical rehabilitation (152.0% CAGR), and public infrastructure maintenance (138.4% CAGR).