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Augmented and Virtual Reality Market to Reach $571.42 Bn, Globally, by 2025 at 63.3% CAGR, Says Allied Market Research

George Miller

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Augmented and Virtual Reality Market
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Rapid adoption of smartphones & mobile gaming coupled with increased penetration of augmented & virtual reality solutions in education would fuel the growth of the global augmented and virtual reality market

 

Allied Market Research published a report, titled, Augmented and Virtual Reality Market by Organization Size (Large Enterprises and Small & Medium Sized Enterprises), Application (Consumer and Enterprise), Industry Vertical (Gaming, Entertainment & Media, Aerospace & Defense, Healthcare, Education, Manufacturing, Retail, and Others): Global Opportunity Analysis and Industry Forecast, 2018 – 2025. The report provides detailed analyses of the top winning strategies, market share & estimations, driving factors & opportunities, key market segments, and competitive landscape. According to the report, the global augmented and virtual reality market generated $11.32 billion in 2017, and is expected to reach $571.42 billion by 2025, registering a CAGR of 63.3% from 2018 to 2025.

Increase in the number of smartphone & mobile game users and rise in adoption of augmented & virtual reality solutions in education drive the growth of the market. However, lack of skilled personnel and sluggish penetration of these technologies in underdeveloped economies would hamper the market growth. On the other hand, heavy inflow of investments in the market would create new opportunities in the industry in future.

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Large enterprises segment to maintain lion’s share by 2025

The large enterprises segment accounted for nearly two-thirds share of the total revenue in 2017 and is expected to maintain its lion’s share through 2025. Large organizations can leverage the advantages of AR and VR, as they are not affected by budgetary restraints as in the case of small enterprises. Large enterprises use the advantage of scale to efficiently invest in equipment that are necessary for training employees and improving customer experience. However, SMEs would register the highest CAGR of 66.40% from 2018 to 2025. Though the cost of VR equipment still affects and acts as a barrier for smaller businesses; however, the cost is anticipated to reduce in future, leading to increase in adoption of AR and VR among SMEs. Moreover, AR is expected to play a major role in driving the growth of the SME market.

Consumer segment to dominate in terms of revenue by 2025

Among applications, the consumer segment held 61% of the market share and would continue its dominance through the forecast period. This segment is largely driven by increased consumption of video content among millennials and growing popularity of gaming and entertainment. However, the enterprise segment would grow at the fastest CAGR of 70% through 2025, owing to the increased adoption of AR and VR by enterprises, especially in manufacturing, healthcare, and retail sectors. Enterprises are anticipated to invest heavily in AR and VR for developing new IT and business applications such as design & visualization, corporate trainings, field maintenance, customer experience, and marketing.

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Gaming segment presents lucrative opportunities for future

The gaming segment accounted for 26% share of the total revenue in 2017 and would maintain its lead in terms of revenue by 2025. The segment would grow at the fastest CAGR of 68.10% during the forecast period. New innovations, such as 360-degree view of an environments and haptic feedback through controls have attracted more gamers to adopt immersive technologies. The research also analyzes entertainment and media, aerospace and defense, healthcare, education, manufacturing, retail, among other industries.

North America to dominate, Asia-Pacific to grow the fastest through 2025

North America held the major market share of 37% in 2017 and would maintain its lead through 2025. This is because of the large-scale adoption of AR/VR solutions by players in the region to cater to the growing demand for innovative technologies such as digital twins. However, Asia-Pacific would register the fastest CAGR of 66.70% from 2018 to 2025 owing to the proliferation of smartphones, surge in the number of startups dealing in AR/VR, and advancements in connectivity in this region. In addition, government initiatives in China and India that encourage developments in AR/VR for defense and manufacturing sectors are expected to supplement the growth in the Asia-Pacific regions.

Prominent Market Players

The key players analyzed in the report are Google Inc., Sony, Magic Leap, Inc., HTC, Microsoft Corporation, Osterhout Design Group, Facebook, DAQRI, Samsung Electronics Co., Ltd., and Wikitude. These players have adopted different strategies such as collaborations, mergers & acquisitions, joint ventures, partnerships, expansions, and others to gain a strong position in the industry.

Knowledge tree is a cloud-based intelligence platform that offers more than 2,000 selective, off-the-shelf reports on niche markets to enable our clients gain deep insights on the latest trends, dynamic technologies, and emerging application areas.

 

About:

Allied Market Research (AMR) is a full-service market research and business-consulting wing of Allied Analytics LLP based in Portland, Oregon. Allied Market Research provides global enterprises as well as medium and small businesses with unmatched quality of “Market Research Reports” and “Business Intelligence Solutions.” AMR has a targeted view to provide business insights and consulting to assist its clients to make strategic business decisions and achieve sustainable growth in their respective market domain.

We are in professional corporate relations with various companies and this helps us in digging out market data that helps us generate accurate research data tables and confirms utmost accuracy in our market forecasting. Each and every data presented in the reports published by us is extracted through primary interviews with top officials from leading companies of domain concerned. Our secondary data procurement methodology includes deep online and offline research and discussion with knowledgeable professionals and analysts in the industry.

 

George Miller started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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NSoft Days – trend presentations for stakeholders

Zoltan Tundik

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NSoft is organizing a two-day immersion with future thinkers and do-ers. The NSoft days will be held on August 23-24, 2019 in order to present the how and why NSoft sets future trends.

Topics like how to implement AI into products, Machine Learning as well as the insight into the future of app building are to be presented to more than 60 business partners and are to provide an excellent networking opportunity. NSoft’s guests will be able to participate in a series of workshops and presentations, where NSoft’s team will be showcasing the most relevant global trends and the future of NSoft including Vision and Chameleon.

Additionally, NSoft’s guests will be able to participate at a must-see event Red Bull Cliff Diving. NSoft has decided to blend NSoft days with this world-know Mostar edition of this Red Bull event by sponsoring it and will host its guests at the VIP zone of the event.

In order to obtain in-depth information about the latest NSoft’s innovations and products, feel free to book a meeting with our representatives at sales@nsoft.com

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Approval of Foundation Level Gambling Industry Tester Specialist Syllabus by ISTQB®

Niji Narayan

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International Software Testing Qualifications Board (ISTQB) is a software testing certification organisation that operates internationally, founded in Edinburgh in November 2002. The company has approved the release of 2019 version of the ISTQB® Gambling Industry Tester Specialist (GT) Syllabus.

The GT Syllabus gives essential understanding and knowledge to anyone involved in testing in the gambling industry and also reflects the current best practices and procedures for testing in the gambling industry.

The ISTQB® provides the new GT Syllabus as follows:

 

  1. To the ISTQB® Member Boards, to translate into their local language and to accredit training providers. Member boards may adapt the syllabus to their particular language needs and modify the references to adapt to their local glossary terms.
  2. To the certification bodies, to derive examination questions in their local language adapted to the learning objectives for this syllabus
  3. To the training providers, to produce courseware and determine appropriate teaching methods
  4. To the certification candidates, to prepare for the certification exam (either as part of a training course or independently)
  5. To the international software and systems engineering community, to advance the profession of software testing, and as a basis for books and articles.

 

ISTQB® President, Olivier Denoo, stated – “the focus of ISTQB® is towards addressing its customers main needs. The Gambling Industry Tester certification, will address a growing market of Gaming of all kinds, including Gambling games, which has a great potential for those developing and testing those games. We have shown with this certification we are not looking only for huge markets, but also on unique trends and customers who needs certifications in today’s growing IT market”.

Alon Linetzki, ISTQB® Marketing working group chair added: “as ISTQB® is trying to address evolving and new areas of testing and target Software Testers, came out this unique syllabus. It addresses the needs of a growing industry – Gaming and Gambling Testing – which this is the first syllabus in that domain”.

 

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iovation Research: Fraudsters Increasingly Leveraging Mobile Devices for Schemes

George Miller

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iovation Research: Fraudsters Increasingly Leveraging Mobile Devices for Schemes
Reading Time: 3 minutes

 

TransUnion company explores top continents and countries for risky mobile transactions, and types of behavior businesses to need to look for to catch mobile fraud

iovation, a TransUnion company, today released its recent research that about half of all risky online transactions appear to be coming from a mobile device. Specifically, in the first half of 2019 iovation saw 49% of all risky transactions come from mobile devices, up from 30% in 2018, 33% in 2017 and 25% in 2016.

“Fraudsters are like chameleons. They are always adapting their tactics to make it look like they’re legitimate customers,” said iovation’s Senior Director of Customer Success, Melissa Gaddis. “With well over half of all transactions now coming from mobile devices, our analysts increasingly see fraudsters either using mobile devices or making it look like their transactions are coming from mobile when in fact they are using a traditional desktop.”

Among its research, iovation found:

  • The top continents for mobile fraud: So far in 2019 it is North America with 59% of all risky transactions coming from mobile devices. In 2018, it was Asia at 53%. In 2017, it was North America with 55%. In 2016, it was North America again with 36%.

  • The top countries for mobile fraud: Gabon leads so far in 2019 with 85% of all risky transactions coming from mobile devices. It 2018, it was Japan with 79%. Papua New Guinea led in 2017 with 86%. In 2016, it was Bangladesh with 59%.

  • The top industries for mobile fraud: So far in 2019 it is telecommunications with 75% of all risky transactions coming from mobile devices. In 2018, it was gambling with 60%. Communities (for example social networks or online dating sites) led in 2017 at 59%. In 2016, it was healthcare with 58%.

To find fraudulent transactions from mobile devices, iovation suggests businesses closely analyze specific indicators including:

  • Mobile emulators: Fraudsters like to hide information by using emulators to make it look like their desktop device is a mobile device.

  • Orientation: Is a device staying in the same position or is it face down? These could be tell-tale signs of a bot or a fraudster emulating a mobile device.

  • SIM card country: Since fraudsters often try to mask their location, the SIM card country provides yet another method for identifying the true location of the end-user. Fraud analysts may find fraudsters that target their businesses tend to have devices from particular countries.

  • SIM card carrier name: Certain mobile carriers can have a higher percentage of fraudulent activity originating from them.

  • Currency: The type of currency tied to a device provides additional context to the region associated with the device. This can be another way to determine if the device is coming from a risky location.

  • Language: Much like countries, carriers and currency, the language used on a device provides additional context on the transaction which can help crack a fraud case when a fraudster is attempting to mask other aspects of their device.

  • Mobile OS version: Certain mobile operating system versions may correlate with fraud or abuse.

 

Mobile Transaction Jump

iovation found 61% of all online transactions came from mobile devices so far this year, up from 56% in 2018, 51% in 2017 and 45% in 2016. Europe and North America are consistently among the top continents for mobile transactions with 67% and 60% respectively so far this year. The top industry for mobile transactions so far in 2019 is communities with 73%.

For more insights into iovation’s findings along with new iovation features to catch mobile fraud, go to this blog post that includes an infographic.

Methodology

iovation came to its findings by analyzing the 30 billion online transactions it evaluated for fraud from January 2016 to June 30, 2019. To find the risky mobile transactions, it calculated the percent of risky transactions from mobile devices compared to overall risky transactions. For overall mobile transactions, it calculated the percent of mobile transactions compared to all online transactions. iovation defines risky transactions as those that typically result in fraud.

 

About iovation:

iovation, a TransUnion company, was founded with a simple guiding mission: to make the Internet a safer place for people to conduct business. Since 2004, the company has been delivering against that goal, helping brands protect and engage their customers, and keeping them secure in the complex digital world. Armed with the world’s largest and most precise database of reputation insights and cryptographically secure multifactor authentication methods, iovation safeguards tens of millions of digital transactions each day.

 

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