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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.

Request Sample Report at: https://www.alliedmarketresearch.com/request-sample/2135

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.

For Purchase Enquiry: https://www.alliedmarketresearch.com/purchase-enquiry/2135

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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European Gaming Congress

SKS365 At European Gaming Congress: “Responsibility, Awareness And Common Sensitivity Are The Answers Against Prohibitions And Prejudices In Italian Gaming Industry”

George Miller

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SKS365 At European Gaming Congress: "Responsibility, Awareness And Common Sensitivity Are The Answers Against Prohibitions And Prejudices In Italian Gaming Industry"
SKS365’s Senior Strategic Advisor, Maurizio Bernardo.
Reading Time: 2 minutes

 

Maurizio Bernardo (Senior Strategic Advisor) and Francesco Gaziano (Chief Marketing Officer & Country Manager Italy) engaged in the first Italian edition of the EGC

Milan, november 8, 2019Italy in the European Gaming Congress spotlight. The international event this year dedicated an entire day to gaming in Italy to open the debate about the state of the art in the political, regulatory, technological and economic sphere, with the contribution of some of the most authoritative names in the international market.

Almost physiological, this year, the choice to bring together operators, shareholders, professionals, service providers and management from all over Europe in Italy, given the excitement and uncertainties of the last few months. For this reason, in the planning of the event, the main debates were Focus on Italy (compliance panel discussion) and Marketing for Operators in Regulated Markets, which saw the respective participation of Maurizio Bernardo (SKS365’s Senior Strategic Advisor) and Francesco Gaziano (SKS365’s Chief Marketing Officer and Country Manager Italy).

In public gaming market and actors are in continuous and rapid evolution, so it’s necessary aim for a single and widespread regulation, in order to penetrate the territory through management and control actions by the institutions and of the Authorities all and, in this sense, the Municipalities could play a fundamental role – said Bernardo in his morning speech, focused on the consequences of the Dignity Decree and on the lack of effect of the distance meterThe role of the Municipalities is essential for a framework law governing the location of sales outlets in the area. An perfect machine, which considers the different needs and all local and national actors, could even be able to feed itself: just think of what it could mean to include the Municipalities and local authorities in the revenue, aiming to establish a virtuous circle in which part of the revenue could be used for the prevention of gambling addiction and for responsible gaming training.

In the afternoon, it was Gaziano‘s turn to intervene on the aspect most linked to the operators: “In a context where communication activities are drastically reduced, we must focus on the recognition and reliability of the product on the one hand, and on an ethical approach and aware at all levels, especially at the physical level – continued Gaziano, referring to the importance of retail for the identity of each operator – Today more than in the past it is necessary to ‘put your face’, which in this case means to present ourselves to the customers throughout the national territory. Therefore we could not miss this meeting to make our voice heard also in such a crucial phase for the Italian market and beyond, given that this European Gaming Congress is the evidence that the importance of the Made in Italy industry goes well beyond the borders of our Country.

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Industry News

Fun And Entertainment In Casino House With Zitro’s Illusion And Allure

George Miller

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Fun And Entertainment In Casino House With Zitro's Illusion And Allure
Reading Time: < 1 minute

 

Casino House has taken a step further in diversifying its leisure offers with the new cabinets of Zitro, Allure and Illusion. “Zitro is a guarantee of success and every new launch of the company is welcomed by our players with great enthusiasm, so we didn’t think twice about bringing the brand new Bryke machines to our casino. The success is overwhelming, as expected,” says Alfredo Salinas of Casino House.

“We are glad to share the good results with our customers and we are very happy with the success of our new Illusion and Allure cabinets at Casino House. It is a Casino that is committed to bringing the quality of our products to its players and that shows in the results” says Johnny Viveiros Ortiz, founder of Zitro.

The new Zitro cabinets attracts the attention of Casino House players for their elegant, ultra-slim design and its highest level technical specifications to generate outstanding fun for its new games “88 Link Lucky Charms” and “88 Link Wild Duels” for Allure and “Bashiba Link” for Illusion, respectively.

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Industry News

OPAP Obtains Permission in Greece to acquire Stoiximan

Niji Narayan

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OPAP Obtains Permission in Greece to acquire Stoiximan
Reading Time: < 1 minute

 

OPAP has got the approval of Greece’s markets & competition authority HCC for acquiring a majority stake in online bookmaker Stoiximan Group.

OPAP is going to acquire a 51% stake in Stoiximan for €95 million, a Greek and Cypriot online sportsbook property operated by Malta-based European online gambling group GML Interactive.

The stake will be maintained by subsidiary ‘OPAP Investments’, who will co-share ownership of Stoiximan with enterprise investors TCB Holdings.

Prior to the transaction, OPAP had maintained 37% stake in Stoiximan secured through a €50 million investment undertaken in 2018.

HCC had been forced to reviewed OPAP’s increased investment in Stoiximan, carrying out due diligence on anti-trust conditions and competition criteria as Greece seeks to implement a new gambling regulatory framework.

Seeking to complete its investment, OPAP governance will require approval from Cyprus’s Competition and Consumer Protection authority.

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