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Published on: June 16, 2021 / Updated on: October 27, 2021 – Author: Konrad Wolfenstein
Economic factor XR technology
Every new market opportunity comes with its own set of risks. However, considering the market potential for this new immersive technology, it quickly becomes clear that the question of risks will soon be resolved. Regardless, the market is developing rapidly. Particularly in the B2B sector, the market has made relatively quiet but significant strides. XR technologies have become indispensable in the healthcare, automotive, and industrial sectors. In the B2C sector, XR technology has already firmly established itself.
But XR technology is also increasingly being incorporated and used in strategic plans, which are as follows:
- Virtual Showrooms
- Virtual Fairs
- Virtual Events & Meetings
Related to this:
- Current status of Virtuality (Digital Showroom & Virtual Fairs)
- Augmented reality in the digital-physical world
- Extended Reality (XR) Library (PDF)
Virtual reality (VR) is a simulated experience that can be similar to the real world or completely different from it. The goal of VR is to create a sensory experience for the user, sometimes including sight, touch, hearing, smell, or even taste. Global spending on augmented reality and virtual reality (AR/VR) is projected to reach $18.8 billion in 2020, while the consumer VR hardware and software market alone is expected to grow to $5.1 billion by 2023. The potential impact of new technologies like VR is becoming increasingly clear: forecasts predict that VR will boost global gross domestic product (GDP) by $450.5 billion by 2030. Furthermore, it is projected that over 23 million jobs worldwide will be enhanced by VR/AR technologies by 2030.
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Currently, standard virtual reality systems use either virtual reality headsets or multi-projection environments to create realistic sensations that simulate a user's physical presence in a virtual environment. The effect is typically achieved through VR headsets, which consist of a head-mounted display (HMD)—a headset that surrounds the user and prevents light or images from the real world from interfering with the virtual world. VR headset providers include HTC, Oculus, PlayStation, and Valve, with millennials in the UK being more likely to own a VR headset than any other generation.
VR gaming and VR video are the biggest consumer use cases for VR technology: $20.8 billion is projected to be spent globally on these areas alone in 2023. In Poland, one-fifth of gamers used VR devices, with mobile VR devices being among the most common types. However, experts anticipate that the benefits of VR will also extend to industry, as it offers potential efficiency gains. As a result, industrial use is expected to be three times greater than consumer use worldwide by 2023.
Related to this:
- The Power of Xtended/Extended Reality – Short insight
- Extended Reality Potentials and Application Areas
Legal concerns regarding the development of XR/AR/VR/MR technologies
Legal concerns about the development of immersive technologies according to XR/AR/VR/MR industry experts in the USA: In 2020, 49 percent of the XR industry experts surveyed stated that consumer privacy and data security is a legal issue in the development of immersive technologies and content.
Which of the following legal risks are relevant to your company when developing immersive technologies or content?
49% – Consumer protection/data security
48% – Product liability
41% – Health and safety issues
34% – Potential infringement of third-party intellectual property (patents, trademarks, copyrights, trade secrets)
29% – Export control issues
27% – Licensing of technology and IP
27% – Compliance with platform requirements for content publication
25% – Public rights
24% – Enforcement of IP rights
1% – Other
Obstacles to the mass adoption of AR/VR technologies, according to XR experts
Barriers to the mass adoption of augmented reality (AR) and virtual reality (VR) technologies, according to XR/AR/VR/MR industry experts in the United States: In a survey conducted at the beginning of 2020, 32 percent of the XR industry experts surveyed cited user experience as one of the biggest barriers to the mass adoption of augmented reality (AR) technologies. The availability of content ranked second, with 18 percent citing it as a barrier.
Related to this:
- Extended: Extended Reality for Business and Industry
- Continuous improvements and advancements in Extended Reality
What obstacles exist to the mass adoption of augmented reality (AR) technology?
- 32% – User experience (e.g. bulky hardware, technical problems)
- 18% – Content offerings (e.g., lack of quality content, quantity of available content)
- 15% – Consumer and business reluctance to adopt AR/VR
- 14% – Regulation and legal risks
- 11% – Financing and Investment
- 7% – Costs for consumers
- 4% – State supervision
What obstacles exist to the mass adoption of virtual reality (VR) technology?
- 19% – User experience (e.g. bulky hardware, technical glitches)
- 27% – Content offering (e.g., lack of high-quality content, quantity of available content)
- 19% – Consumer and business reluctance to adopt AR/VR
- 12% – Regulation and legal risks
- 9% – Financing and Investment
- 11% – Costs for consumers
- 3% – State supervision
Global GDP increase due to AR/VR
Global increase in gross domestic product (GDP) from 2019 to 2030 due to augmented reality (AR) and virtual reality (VR) (in billion US dollars): A 2019 report predicts that virtual reality (VR) and augmented reality (AR) will increase global gross domestic product (GDP) by 1.5 trillion US dollars by 2030 – an increase from the 46.4 billion US dollars that these technologies increased GDP by in 2019.
Number of jobs improved by AR/VR worldwide
According to a 2019 report, more than 23 million jobs worldwide are projected to be enhanced by virtual reality (VR) and augmented reality (AR) technologies by 2030, an increase from the 800,000 jobs enhanced by VR and AR in 2019. VR, AR, and mixed reality (MR) are often referred to as extended reality (XR), an emerging term used for all immersive technologies.
Related to this:
Number of jobs improved worldwide through Augmented Reality (AR) and Virtual Reality (VR) from 2019 to 2030 (in millions)
Economic benefits of VR worldwide
Global spending on augmented reality and virtual reality (AR/VR) is projected to increase again in 2020, and the consumer VR hardware and software market is also expected to experience growth through 2023. The potential impact of new technologies like VR is becoming increasingly clear globally: forecasts predict that VR will boost global GDP by $450.5 billion by 2030. Furthermore, VR/AR technologies are projected to create over 23 million jobs worldwide by 2030.
Economic benefits of VR in Europe
VR is projected to bring a range of social and economic benefits to European nations. The UK is expected to see a $20.1 billion increase in its gross domestic product (GDP) by 2030, while France anticipates a $14.4 billion GDP boost from VR technology. Furthermore, VR/AR is expected to create more than 400,000 jobs in the UK by 2030, an increase from the 10,000 to 15,000 jobs created by VR/AR in 2019.
Size of the Augmented & Virtual Reality (AR/VR) market in Europe
Size of the Augmented Reality (AR) and Virtual Reality (VR) market in Europe in 2018 and 2026 (in billion US dollars): In 2026, the Augmented Reality (AR) and Virtual Reality (VR) market in Europe is expected to reach 50.55 billion US dollars, an increase from the 4.57 billion US dollars that the market was worth in 2018.
Current PDF libraries to support your further strategic planning and activities
We provide you with numerous further insights into figures, data and facts that can help you optimize and expand your strategic goals:
- Customer Demographics Library – Demographics Knowledge Database (PDF)
- Online Marketing Library (PDF)
- E-Commerce Library – Knowledge Base (PDF)
- Social Media Marketing Library – Knowledge Base (PDF)
- SEO Library – SEM Knowledge Base (PDF)
- Search Engine Advertising / SEA Library – Search Engine Advertising Knowledge Base (PDF)
- Extended Reality (XR) Library (PDF)
That's why Xpert.Digital is the right choice for Frankfurt and Würzburg! – Your Virtual Showroom, Augmented, Mixed & Extended Reality Consultants and Agency
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Xpert.Digital – Konrad Wolfenstein
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