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

About Lytro 32 Articles
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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