In the consumer space, we see a growing number of profitable games, which drives the industry's ability to produce the next generation of VR gaming products. It is worth noting that sports and fitness-themed games have maintained strong growth during the epidemic. IDC predicts that VR game spending will reach US$740 million in 2021, a year-on-year increase of 46%. Given that the overall game market spending is approximately US$18.5 billion, there is still a lot of room for penetration to increase. In the short term, commercial demand is the main driver of AR headset shipments. Growth in the consumer sector will take longer. Breaking down AR enterprise applications, the concept of "see what I see" is still the main driver, followed by knowledge conversion and delivering digital assets and instructions (i.e. connecting frontline workers in the field with headquarters to help them do their jobs). Currently, AR applications in the consumer sector are still mainly used for retail experience and screening. Facebook maintained its leading position in the VR hardware market in the second quarter of 2021, with shipments of approximately 1.6 million units (up 351% year-on-year). This was mainly driven by Oculus, whose Quest 2 product achieved huge growth, partly due to supply chain constraints in the same quarter last year. Meanwhile, Pico ranked second, and the company continued to consolidate its position as an alternative to Oculus in the consumer and commercial fields. In the second quarter of 2021, in the AR hardware market , Microsoft shipped nearly 20,000 units, a year-on-year increase of 26%. The company continued to drive sales of its HoloLens 2 products, which increased significantly year-on-year and topped the list in the second quarter. This is in stark contrast to Mad Gaze, whose shipments fell 30% year-on-year to about 15,000 units in the second quarter. It is worth mentioning Shadow Creator, which won the third place with significant year-on-year growth due to its continued growth in the Chinese market. IDC predicts that VR headset shipments will increase from approximately 5 million units in 2020 to more than 28 million units in 2025. For AR headsets, shipment growth is expected to be even more significant - from approximately 300,000 units in 2020 to 21 million units in 2025. |
<<: Snap: 2Q20 earnings call transcript Daily active users increased 17% year-on-year to 238 million
>>: Here are the top 10 hot questions and answers for current epidemic prevention
What should I do if blisters on my feet are very ...
Content compiled from Life Times WeChat and Healt...
Ehime jelly oranges are rich in VC, which can enh...
Recently, the news that Japan decided to discharg...
Many people may not know what disease birads3 bre...
After pregnancy, there will be various reactions,...
Why does menstruation have a smell? As a girl, ev...
You can soak your feet in the early stages of pre...
The main cause of labia pimples is vulva infectio...
Women's uterine cold is directly related to t...
A few days ago, 60-year-old Ms. Gao suddenly felt...
gossip "If the child doesn't want to tak...
Women's menstruation is a normal physiologica...