12 Fascinating AR/VR Statistics

from 2017/2018

We’ve gathered twelve of the most revealing reports from this past year on AR/VR funding, marketing, and consumer behavior. The research reveals that 2017 was a year of significant growth in the AR/VR industries, that expectations for the future are high, and that there is an increasing desire for more immersive VR experiences:

1.  “Major investments in the next-generation reality capture space indicate that the broader market is shifting away from 360-degree video to true VR. Advancements in display technology are largely responsible for the 47 percent growth seen in the tethered head-mounted display category.” www.venturebeat.com

2.  AR/VR startups raised over $3 billion in 2017 across 28 AR/VR categories (over $1.5 billion in Q4 2017). AR/VR tech saw around $4 of every $10 invested. Smartglasses took just under a fifth of all the money raised, and the games category took a bit over one-tenth of the cash. www.digi-capital.com

3.  Facebook has a $502 billion market cap and $43 billion in cash as of the end of 2017, and Loup Ventures estimates that “Facebook will spend $36 billion on R&D over the next 3 years (2018-2020). If we assume 15% is going to VR that would imply over $5.5 billion in spending, which seems more than adequate to accomplish it’s billion user target.” Loup Ventures

4.  VR, AR, and mixed reality (MR) are projected to become a $150 billion market by 2020, according to a recent report from BofA Merrill Lynch Global Research. The report predicts that the technologies will have 250 million to 300 million users by the early 2020s and have long-term potential to capture two-thirds of our leisure time and 50% of our leisure dollars.” www.cfo.com

5.  “We believe that AR is going to be able to reach a billion devices by the end of 2018.” Tony Parisi, in issuu.com/unity-3d/docs/unity-sff18-real-time/32

6.  “A recent study examined U.S. virtual reality use and found that 22.4 million Americans experience virtual reality at least once a month. It’s predicted that by 2018, the number of U.S. virtual reality users will grow to 36.7 million, over a 60% increase in just one year.” www.mediakix.com

7.  “63% of US consumers who’ve tried an immersive experience feel it’s the ‘next big thing’ in video, according to a YuMe study.” www.businessinsider.com

8.  It is estimated that global virtual reality revenues will have reached $7.17 billion by the end of 2017, according to a report by Greenlight Insights. www.variety.com

For comparison, “the VR industry saw $1.8 billion in revenue In 2016.” www.mediakix.com

9.  “China’s virtual reality market is expected to grow tenfold to 55.6 billion yuan ($8.4 billion) by the end of the decade, state-backed think-tank CCID has said.” www.reuters.com

10.  China is building a $1.5 billion Virtual Reality theme park which will have 35 VR attractions. www.reuters.com

11.  “The VR Fund estimates more than 35 VR game titles have generated $1 million or more in revenues, signaling a healthy early-stage ecosystem for VR game studios. These numbers are positioned for continued growth as headset prices drop.” www.venturebeat.com

12.  Awareness of VR/AR devices has almost doubled in one year, rising from 28% of the general U.S. population in 2016 to 51% in 2017. www.nielsen.com


Photo by Ben White on Unsplash

Chart from www.variety.com

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Lytro is building the world’s most powerful Light Field imaging platform enabling artists, scientists and innovators to pursue their goals with an unprecedented level of freedom and control.

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