Global Augmented Reality and Virtual Reality Market: BIS Research’s Perspective

30 Aug 2016

The duopoly of the bygone PC era — Microsoft and Intel, are teaming up again to play a more active role in the messy world of virtual reality. At Intel’s developer conference, the two companies announced they would develop specifications to ensure that mainstream PCs are able to run Virtual Reality. Right now, VR headsets require expensive gamings PC with high-end graphic cards from Nvidia or AMD. And on the lower end are headsets to mount a smartphone in. Intel and Microsoft think there hasn’t been something targeting VR experiences in the middle yet.

“The collaboration is going to allow the industry to actually get to scale,” said Kim Pallister, director of the Virtual Reality Center of Excellence at Intel, in an interview. “That’s a necessary component for the whole ecosystem to become profitable and take off.” The two companies have already started working with several partners on these PCs and headsets. The first version of the specifications will be released in December at a Windows hardware conference in Shenzhen, China.

Due to the growing popularity of the market, BIS Research has published a report, “Global Augmented Reality and Virtual Reality Market, Estimation & Forecast 2015-20”, incorporating a comprehensive segmentation of the market into components, technologies, applications, and geography. The analyst says, “The AR and VR market is estimated to grow over $161 billion and $17 billion by 2022 at a CAGR of 85.4% and 44.5% respectively through 2015-2022, with North America leading the market.”
The ongoing changes in the industry has led the study to incorporate  a detailed chapter on the market dynamics including the key driving and restraining forces, along with the opportunities for the global AR and VR market through the forecast period. The market numbers plays an important role in the industry, following which a proper market sizing and estimation by device type, by components, by applications, and by geographical location has been undertaken for the industry.

The report has skillfully identified the potential for further development in the form of product launches, acquisitions, and partnerships among others. The report has also included a separate section of detailed competitive landscape. The recent activities by the key players in this market have also been tracked in the form of company profiles. Some of the key companies covered in the report are Samsung Electronics Co, Ltd., Microsoft Corporation, Google Inc., Seiko Epson Corporation, HTC Corporation, Intel Corporation, Qualcomm Inc., Himax Technologies, Vuzix Corporation, Oculus VR, LLC, Osterhout Design Group (ODG), Wikitude GMBH, and EON Reality.

 
 
 
 

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