IDC: Global VR game spending is expected to remain at US$740 million in 2021, a year-on-year increase of 46%

IDC: Global VR game spending is expected to remain at US$740 million in 2021, a year-on-year increase of 46%
In the post-epidemic era, with the increase in application scenarios, the outside world's interest in the commercial and consumer markets of AR/VR has increased significantly, and the commercial application scenarios of VR have expanded from training to collaborative work.

IDC notes that the demand for virtual reality in the business sector is growing rapidly, not only in traditional application scenarios such as training. As workers across workplaces become tired of online video conferencing, VR is gradually penetrating into the collaborative work field. More importantly, the launch of Facebook's "Horizon Workrooms" platform has made people more widely aware of the opportunities of virtual reality in the collaborative work field.

IDC predicts that global VR game spending will still be US$740 million in 2021 (a year-on-year increase of 46%), and there is still a lot of room for improvement in penetration. The overall game market will be approximately US$18.5 billion.

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.

AR enterprise applications are growing rapidly, but consumer applications are still largely in the early stages of development.

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.

In the global market, Facebook dominates the VR hardware market with a 75% market share, and Microsoft dominates the AR hardware market with a 29% market share.

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.

Looking ahead, VR headset growth will be driven by the consumer sector, while AR headset growth will be driven by the commercial sector.

The growth of VR and AR headsets is coming from a low base, so as the products are increasingly adopted, coupled with catalysts like the Metaverse, longer-term growth can be achieved.

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

Recommend

Is there any treatment for uterine prolapse in TCM?

There is a reason why Traditional Chinese Medicin...

How to use contraception in the safest and healthiest way

Young couples and lovers should always be in high...

Does cervical cyst affect pregnancy?

The causes of cervical cysts are mostly due to lo...

Can human nipple 16 positive be cured?

I believe everyone has heard of human papillomavi...

Causes of high fetal heart rate monitoring

Fetal heart rate monitoring is a monitoring metho...

What are the symptoms of vulvar folliculitis

Vulvar folliculitis is a relatively common skin d...

What kind of bee produces rock honey? Which is better, rock honey or wild honey?

Honey is a very nutritious food that tastes sweet...

Sensor Tower: 2021 Mobile App Ecosystem Usage Report

The COVID-19 pandemic continues to impact the mob...

The basis for growing taller is not calcium, but this...

"There is no life without protein." Pro...

Can pregnant women get hair extensions during pregnancy?

During pregnancy, some beauty-conscious women wil...

Pregnant women smell floral water for 6 months

Key reminder: Although mosquito repellent toilet ...

The best age for women to have children

As people become more knowledgeable and have a de...