Virtual Reality: The Landscape And Market Opportunity – Gaming

Within the next 10 years, we anticipate that virtual reality will not only be related to gaming – virtual reality and augmented reality will turn out to be an integral part of all major industrial processes. Let’s take a look at why.

Today, much of our lives can take place in the digital world; Our finances are entirely online, telemedicine appointments have replaced traditional doctors’ offices, and the number of people working from home has never been higher. But now, a new race in cyberspace has begun to dominate digital conversations as tech giants and startups alike vie for market share in the metaverse through one thing: virtual reality.

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With virtual reality (VR) devices expected to reach 112.62 million units shipped by 2026, virtual reality technology has carved out a large and growing space in the gaming industry. This equates to a global market size of $84.09 billion by 2028, showing a compound annual growth rate of 44.8%. Augmented reality (AR) technology is experiencing a similar rise with this market segment expected to reach US$88.4 billion by 2026. These increases are largely due to innovations in 5G technology and interactive games, and are also driven by increased investments in technologies after The pandemic pushed everything online.

The global virtual and augmented reality market value is expected to swell from $14.84 billion in 2020 to $454.73 billion by the end of this decade, with the allied market research report having a potential compound annual growth rate of 40.7%. With this kind of rapid growth comes a great opportunity as virtual and augmented reality technologies see increased implementation across the automotive, manufacturing, education, healthcare, entertainment and corporate sectors.

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Within the next 10 years, we anticipate that virtual reality will not only be related to gaming – virtual reality and augmented reality will turn out to be an integral part of all major industrial processes.

As reported by Crunchbase, investments in AR and VR technologies are on the rise as the fourth quarter of 2021 was unlike anything else in terms of project interest. Nearly $2 billion in venture capital poured into AR/VR hardware and software startups at the end of last year, making this investment the largest in any quarter. Ever.

The company’s renaming and repositioning officially known as Facebook may not have affected funding directly, but it may have something to do with the influx of interest in VR. With Zuckerberg’s growing enthusiasm to make the metaverse his own, he’s spearheaded the virtual reality conversation with innovations in wearable technology, upgrades to Horizon Worlds, Project Cambria, and more. In fact, the company expects to spend at least $10 billion this year on research and development in virtual reality, augmented reality, and metaverse-related technologies.

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Meta is currently leading the headset revenue package, with IDC reporting that Quest 2 accounted for 78% of total VR headset sales in 2021. Meta is followed by DPVR with 5.1% share in the global market, Bytedance at 4.5%, and VR leader HTC coming in fourth place. But other big companies are starting to invest in hardware and software that supports virtual and augmented reality technologies, and Wall Street sees this growing interest creating a trillion-dollar market.


Tech players like Sony, Samsung, Google (think Google Glass or their upcoming AR glasses), and Microsoft (now merged with Niantic, the maker of AR-based Pokémon Go) have already launched VR/AR technologies and are set to continue to innovate in While other companies such as Apple are recalling plans to launch augmented reality glasses and related iPhone capabilities in the near term.

As investors continue to flood the market, smaller startups will start rocking the cyberspace, particularly in broader use cases that have nothing to do with gaming. New entrants aim to create value for consumers, with many abandoning the metaverse entirely; AppliedVR has created a working virtual reality business model that can operate without immersive worlds. ManageXR helps companies manage their Virtual Reality and Augmented Reality devices with their platform, and their company has grown from just 30 customers to more than 100 customers in just ten months as companies increasingly look to implement virtual reality technologies in their daily lives.

As all of these companies are busy building the next *big* thing in virtual reality, one thing is certain: No matter the use, the market for these technologies will be driven forward by innovations in the systems behind them. In other words.

Innovations in virtual and augmented reality components will stimulate competition in the market.

Implementing and deploying these technologies at scale requires hardware, software, and processing advances along with improvements to the overall physical design of wearable VR. Many of the problems Meta has with creating VR headsets, is that the designs are too heavy and too heavy to be brought to market. Additionally, creating wireless options is critical in our increasingly cable-free world; This is more difficult than simply adding a rechargeable battery because that battery life is usually limited, and the graphics come in at a lower resolution. This points to the need to develop a graphics card that can not only support these wireless designs, but can also make the virtual reality experience so similar to human sight that the user does not distinguish between the real and virtual world.

Additionally, with the introduction of 5G, data processing in virtual reality settings will see reduced lag, lower data congestion, higher quality screens, and improved navigation. However, the pursuit of manufacturers now is to make necessary developments in software based on virtual reality technology that can support the enhanced connectivity offered by 5G, 6G and beyond networks.

Improvements in overall design, motion tracking, and immersive imaging will propel current VR systems to become more like the fully connected devices of the future. As computer processing power continues to grow and wireless connectivity expands, the capabilities of these devices will continue to expand. But the conflicts associated with them as well.

Industrial innovation creates opportunities for complex litigation.

As competition in the industry heats up, many players will struggle to become the best system. This friction drives both innovation and litigation opportunities, particularly in matters relating to antitrust, patent infringement, trade secret theft, breach of contract, mergers and acquisitions, and shareholder disputes.

As the virtual and augmented reality markets (both inside and outside the metaverse) continue to grow, developments in software and hardware combined with the need for regulation in space will create conflict. We see fights over intellectual property among the most prevalent as developers will have to start aggressively defending their intellectual property as the market becomes more saturated. Moreover, major acquisitions taking place in the virtual reality market will lead to mergers and acquisitions and theft of trade secret issues. We also expect discussions about data retention and handling, especially if industry regulations surrounding consumer data protection come later rather than sooner.

If your company needs help preparing for these challenges, reach out to the WIT team for the best experts who can advise you on your strategy. Our teams of experts have been created to address what we expect will be key areas of litigation in emerging video game content and technologies.

The content of this article is intended to provide a general guide to the topic. It is recommended to take the advice of specialists in such circumstances.

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