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Immersive Computing – Consumer Augmented & Virtual Reality Report

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 IHS Markit forecasts 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.

IHS Markit has 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 from IHS Markit 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?
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