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with virtual environments is something AR/VR headset market to near 100m units expected to raise productivity, allowing unique to the virtual reality (VR) medium. New device launches, an expanding workers to see and interact with data, It creates a sense of ‘being there’, array of content for both consumer and like a building blueprint or the organs particularly in opportunities such as enterprise users, and lower price points of a human being, instead of viewing a emergent gameplay. Imperative to a will propel the worldwide augmented static image on a screen. Changes and more immersive experience is the need and virtual reality headset device market procedures can be mapped out ahead for a consistent connection between at a breakneck pace. According to data of time before moving on to the actual visual and physical motion, with no from the International Data Corporation work, saving companies two precious motion sickness. (IDC) Worldwide Quarterly Augmented resources: time and cost. Vertical and Virtual Reality Headset Tracker, markets, such as manufacturing and total headset device shipments will reach design, health care, transportation, and The ability to reach out and interact A recent study from the User Experience Strategies (UXS) service at For enterprise users, AR and VR is VR HMI needs to be consistent retail stand to benefit the most. advisory firm Strategy Analytics – Meanwhile, for consumers, AR UXS Technology Planning Report: Virtual Reality – surveying the and VR will provide immersive needs, behaviors and expectations experiences to consume content. of future VR users, has assessed Already, content providers are the Human Media Interaction (HMI) developing solutions to bring of VR. Consistency is a key issue, ‘as-if-you-were-there’ experiences, interactions need to be natural, and like attending a concert or sports both audio and haptic feedback is event from the comfort of one’s important. couch. Additionally, gaming on AR and VR will transport players According to Mathew Alton, into outer space or the battlefield, research analyst and report author, VR content that provides enough 99.4 million units in 2021, up nearly 10- several steps beyond what they currently escapism by convincing the player fold from the 10.1 million units shipped experience on a PC or television screen. that they are somewhere else while in 2016. This results in a compound Layer on top of this the social element providing them with a reason for being annual growth rate (CAGR) of 58 per cent that users will have sharing experiences there will enhance immersion and across the five-year forecast period. and it becomes clear how AR and VR will drive engagement with the medium. “2016 marked an important step for appeal to consumers. Although AR remains as the minority “Consumers tend to believe in the the AR and VR headset market with feelings from VR; even the most basic product finally arriving in end users’ portion of the market in terms of haptic feedback, for example vibration of hands and on their heads,” noted Ramon shipments, these headsets are expected different intensities, could be somewhat Llamas, research manager with IDC’s to bring in significantly more revenue realistic in the virtual context,” he Augmented and Virtual Reality team. over the course of the forecast as advised. “While there was clear demand coming the value of AR headsets grows from primarily from technology enthusiasts, $209 million (€194.50) in 2016 to between visual and physical motion what became readily apparent were the $48.7 billion in 2021. Meanwhile, VR for a more immersive experience with use cases for enterprise users across headsets grow from $2.1 billion in no motion sickness,” added Chris multiple verticals and for consumers with 2016 to $18.6 billion in 2021. “With all Schreiner, director of syndicated gaming and content consumption. This the technological enhancements, there research, UXIP. “OEMs must also sets the stage for the multiple aspects of will be a wide range of products and ensure that issues such as latency the market that device makers, platforms price points,” said Jitesh Ubrani senior and stability are addressed. Smoother and content providers, and developers research analyst for IDC’s Mobile Device visual experiences will make longer VR will be addressing in the months and Trackers. “VR setups already range sessions more tolerable. years to come.” from sub-$100 to more than $1000 and “Users want consistent connection though it’s too early to tell, the low-cost Segment Worldwide AR and VR Headset Market, Shipments by Category, Market Share, and 2016 – 2021 CAGR (shipments in millions) experiences may prove to be inhibitors rather than promoters of the technology as they can potentially disappoint first time VR users. “On the other hand, due to the sophistication of the hardware, most AR headsets are expected to cost well over $1,000,” continued Ubrani. Commercial 2.0 20.1% 38.3 38.5% 80.0% “This makes the technology far less Consumer 8.1 79.9% 61.1 61.5% 49.9% accessible to consumers initially, though Total 10.1 100.0% 99.4 100.0% 58.0% Source: IDC Worldwide AR/VR Headset Tracker, March 16, 2017 that’s probably for the best as the AR ecosystem and wide social acceptance are still a few years away.” EUROMEDIA 25