There are a lot of expectations on the Canada
market when it comes to Virtual and
Augmented Reality in commercial and enterprise applications. Pokémon Go is generating huge awareness
for augmented reality in Canada and around the world, as we are just at the
beginning.
Spending on Virtual and Augmented Reality in Canada expected to hit US$500 Million in
2017, according to IDC.
Overall, sales of AR/VR hardware are expected to generate
more than 50% of total worldwide AR/VR revenues (hardware software and services),
with services revenues on the exciting curve to lead the momentum.
One can also recall that, globally, revenues for VR systems, including
viewers, software, consulting services and systems integration services, are
forecast to be greater than AR-related revenues in 2016 and 2017, largely due
to consumer uptake of games and paid content.
"While consumer VR adoption will see initial uptake in the Canadian
market in the short term, it is the combination of AR and VR hardware in both
consumer and commercial that will drive the overall market by 2020. 360-degree
video viewing, social AR/VR gaming, and virtual shopping experiences are just
some use cases that are at our 'virtual' doorstep," said Manish Nargas, research analyst, Consumer and Mobility at IDC
Canada.
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