Augmented And Virtual Reality To Hit $150 Billion, Disrupting Mobile By 2020 | TechCrunch (2024)

Editor’s note: Tim Merel is the managing director of Digi-Capital.

Virtual reality and augmented reality are exciting – Google Glass coming and going, Facebook’s $2 billion for Oculus, Google’s $542 million into Magic Leap, not to mention Microsoft’sHoloLens. There are amazing early-stage platforms and apps, but VR/AR in 2015 feels a bit like the smartphone market before the iPhone. We’re waiting for someone to say “One more thing…” in a way that has everyone thinking “so that’s where the market’s going!”

A pure quantitative analysis of the VR/AR market today is challenging, because there’s not much of a track record to analyze yet. We’ll discuss methodology below, but this analysis is based on how VR/AR could grow new markets and cannibalize existing ones after the market really gets going next year.

AR is from Mars, VR is from Venus

VR and AR headsets both provide stereo 3D high-definition video and audio, but there’s a big difference. VR is closed and fully immersive, while AR is open and partly immersive – you can see through and around it. Where VR puts users inside virtual worlds, immersing them, AR puts virtual things into users’ real worlds, augmenting them.

You might think this distinction is splitting hairs, but that difference could give AR the edge over not just VR, but the entire smartphone and tablet market. There are major implications for Apple, Google, Microsoft, Facebook and others.

Where’s the beef?

VR is great for games and 3D films – that’s what it was designed for. However it is primarily a living room, office or seated experience, as you might bump into things if you walked down the street wearing a closed headset. It’s still a great technology with a ready and waiting user base of tens of millions among console, PC and MMO gamers, those who prefer 3D to 2D films, as well as niche enterprise users (e.g. medical, military, education). This has attracted a growing apps/games ecosystem around early players like Unity, Valve, Razer and others.

AR is great fun for games, but maybe not as much fun as VR when true immersion is required – think mobile versus console games. But that possible weakness for gamers is exactly why AR has the potential to play the same role in our lives as mobile phones with hundreds of millions of users. You could wear it anywhere and do anything. Where VR is like wearing a console on your face (Oculus), AR is like wearing a transparent mobile phone on it (Magic Leap, HoloLens).

Eye phone

AR could play a similar role to mobile across sectors, as well as a host of uses nobody has thought of yet. The sort of things you might do with AR include a-commerce (we just invented a new cousin to e-commerce and m-commerce), voice calls, web browsing, film/TV streaming in plain old 2D as well as 3D, enterprise apps, advertising, consumer apps, games and theme park rides. So while games feature prominently in most AR demos, they are only one of a multitude of potential uses for AR. See full analysis by sector here.

Real dollars

We forecast that AR/VR could hit $150 billion revenue by 2020, with AR taking the lion’s share around $120 billion and VR at $30 billion.

Augmented And Virtual Reality To Hit $150 Billion, Disrupting Mobile By 2020 | TechCrunch (1)

So where do these big numbers come from?

We think VR’s addressable market is primarily core games and 3D films, plus niche enterprise users. VR could have tens of millions of users, with hardware price points similar to console. We anticipate consumer software/services economics similar to current games, films and theme parks, but don’t expect substantial additional data or voice revenues from VR. There could be meaningful enterprise VR revenues, but we think that AR could take more of that market.

We think AR’s addressable market is similar to the smartphone/tablet market. So AR could have hundreds of millions of users, with hardware price points similar to smartphones and tablets. This could drive large hardware revenues for device makers.

AR software and services could have similar economics to today’s mobile market, as they both cannibalize and grow it. A large AR user base would be a major revenue source for TV/film, enterprise, advertising, and consumer apps from Facebook to Uber to Clash of Clans. Amazon and Alibaba would have an entirely new platform for selling to a mass audience. Together with innovative applications nobody has thought of yet, AR’s scale could prove a bonanza for mobile networks’ voice and data businesses. Someone has to pay for all that mobile data.

The sector forecasts by market from 2016 are covered in detail here, and below is what the market could look like in 2020. Between now and then we’ll be refining regularly as more data becomes available, and expect a lot of debate about where the market is headed.

Augmented And Virtual Reality To Hit $150 Billion, Disrupting Mobile By 2020 | TechCrunch (2)

Vomit reality and Glassholes

It’s not all virtual beer and Skittles, as some VR applications give people motion sickness, and the privacy questions surrounding Google Glass raised a lot of scrutiny. So there are both technical and social issues to resolve as both markets become real.

One more thing…

From the perspective of current giants, there are pluses and minuses. Facebook placed an early bet on Oculus, which might win VR but not address the larger AR market. Google learned from Glass, and had the foresight to invest in Magic Leap. HoloLens could allow Microsoft to regain the glory it lost to Apple in the last decade. And Apple? We would love to see an augmented “One more thing…”

The full analysis is here.

Augmented And Virtual Reality To Hit $150 Billion, Disrupting Mobile By 2020 | TechCrunch (2024)

FAQs

What is the augmented and virtual reality AR VR forecast spending worldwide in 2020 by segment? ›

Global AR/VR forecast spending by segment 2020

In 2020, consumer spending on augmented and virtual reality (AR/VR) technology is expected to reach around 6.36 billion U.S. dollars, whilst the distribution and services sector is forecast to spend nearly two billion U.S. dollars.

How big is the virtual reality market in 2020? ›

Report Scope
AttributeDetails
The market size value in 2020USD 15.8 billion
The revenue forecast in 2027USD 62.1 billion
Growth RateCAGR of 21.6% from 2020 to 2027
The base year for estimation2019
10 more rows

Which country spent the most money on augmented and virtual reality in 2020 how much did they spend? ›

In 2020, approximately 5.5 million AR and VR devices were expected to be shipped. China is the largest investor in virtual reality, spending $5.8 billion.

Is AR and VR disruptive technology? ›

Disruptive Technologies – Big Data, AI, IoT, Augmented Reality, VR.

Why are AR and VR technologies becoming increasingly popular? ›

These technologies have revolutionized the gaming and entertainment industry by providing immersive experiences to users. AR and VR have offered new ways for users to interact with games and entertainment content. AI has allowed developers to create more intelligent and responsive gaming experiences.

What is the future of AR and VR technology? ›

The future of VR and AR is exciting and has prospects with several possibilities for innovation and advancement. As these immersive technologies evolve and expand, they are poised to revolutionize different industries and how people interact with the world.

How big is the AR and VR market in 2024? ›

The AR & VR market is projected to generate revenue of US$40.4bn in 2024. This market is expected to grow at an annual rate of 8.97% (CAGR 2024-2029), resulting in a projected market volume of US$62.0bn by 2029.

How big is the US market for augmented reality? ›

Report MetricDetails
Market size value in 2022USD 32.1 Billion
Market size value in 2031USD 432.35 Billion
Growth Rate33.5%
Base year2023
6 more rows

How many people used VR in 2020? ›

In 2020, 83.7 million people used virtual reality at least once, and this number is projected to rise further. An additional report shows that 58.9 million people will use VR in the US by 2021 and that the market size for both augmented reality (AR) and VR is forecast to hit $296.9 billion in 2024.

What are the negative effects of AR VR? ›

Prolonged exposure to AR content, especially through head-mounted displays, can lead to symptoms like dry eyes, irritation, and visual fatigue. The visual system is subjected to new forms of stimulation, which it's not naturally adapted to, raising concerns about long-term visual health.

What is the main problem with AR and VR? ›

Technical issues such as hardware malfunctions or connectivity problems can also disrupt the learning experience. Extended use of AR/VR can cause health and safety concerns such as headaches, motion sickness, and eye strain. It is important to take breaks and limit exposure to these technologies to prevent such issues.

Is NASA using augmented reality? ›

NASA dips into futuristic AR tech to build powerful Roman Space Telescope. Armed with virtual headsets and precision measurements, engineers can perform dry runs before strenuous assembly. Engineers at NASA are turning to augmented reality (AR) to build spacecraft more efficiently and with greater accuracy.

What is the AR VR market forecast? ›

The Augmented Reality Market Size is expected to reach USD 71.2 billion by 2028 from 25.1 billion in 2023, at a CAGR of 23.2% during the 2023- 2028 period. The Virtual Reality Market size is expected to reach USD 29.6 billion by 2028 from 12.9 billion in 2023, at a CAGR of 18.0% during the 2023- 2028 period.

What is the segment of the VR market? ›

Virtual Reality (VR) Market Segementation:

The hardware segment is expected to grow at a higher CAGR of 22% during the forecast period. The growth for hardware segment is anticipated to the demand of VR headsets popularity in gaming, providing an immersive experience that is unmatched by traditional monitors.

How big is the global augmented and virtual reality market? ›

Market Growth Projection: The global Augmented Reality and Virtual Reality market is expected to reach USD 106.2 billion by 2033, growing at a CAGR of 11.8% from USD 34.8 billion in 2023. Dominance of Augmented Reality (AR): In 2023, Augmented Reality (AR) held a dominant market share of 61.0%.

What is the augmented reality AR market size worldwide in 2017 2018 and 2025? ›

Augmented reality market size worldwide 2017-2025

Over the period from 2017 to 2025, the augmented reality market size is estimated to increase by over 195 billion U.S. dollars, increasing from roughly 3.5 billion in 2017 to over 198 billion U.S. dollars in 2025.

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