Spending on Virtual and Augmented Reality in Canada



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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