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RESEARCH
  ANALYSIS
            The latest update to IDC's Worldwide Augmented and    Hardware will account for nearly two thirds of all AR/
  TRENDS
            Virtual  Reality  Spending  Guide  also  shows  that   VR  spending  throughout  the  forecast,  followed  by
            worldwide  spending  on  AR/VR  products  and  services   software  and  services.  Services  spending  will  see
            will  continue  this  strong  growth  throughout  the  2019-  strong  CAGRs  for  systems  integration  (113.4%),
            2023 forecast period,  achieving  a five-year compound   consulting  services  (99.9%),  and  custom  application
            annual growth rate (CAGR) of 77.0%.                  development (96.1%) while software spending will have
                                                                 a 78.2% CAGR.
            Worldwide spending on AR/VR solutions will be led by
            the  commercial  sectors,  which  will  see  its  combined   "Across  enterprise  industries,  we  are  seeing  a  strong
            share of overall spending grow from less than 50% in   outlook  for  standalone  viewers  play  out  in  use  case
            2020 to 68.8% in 2023. The commercial industries that   adoption. Enterprises will drive much of these high-end
            are expected to spend the most on AR/VR in 2020 are   headset  adoption  trends.  In  the  consumer  segment,
            retail  ($1.5  billion)  and  discrete  manufacturing  ($1.4   more  affordable  viewer  models  for  gaming  and
            billion). Fifteen industries are forecast to deliver CAGRs   entertainment  purposes  will  see  the  broadest  industry
            of more than 100% over the five-year forecast period,   adoption,"  said  Marcus  Torchia,  research  director,
            led  by  securities  and  investment  services  (181.4%   Customer Insights & Analysis.
            CAGR) and banking (151.9% CAGR).
                                                                 Of the two reality types, spending in  VR solutions  will
            Consumer spending on AR/VR will be greater than any   be greater than that for AR solutions initially. However,
            single enterprise industry ($7.0 billion in 2020) but will   strong growth in AR hardware, software, and services
            grow  at  a  much  slower  pace  (39.5%  CAGR).  Public   spending  (164.9%  CAGR)  will  push  overall  AR
            sector  spending  will  maintain  a  fairly  steady  share  of   spending well ahead of VR spending by the end of the
            overall spending throughout the forecast.            forecast.

            "AR/VR commercial uptake will continue to expand as   On  a  geographic  basis,  China  will  deliver  the  largest
            cost of entry declines and benefits from full deployment   AR/VR spending total in 2020 ($5.8 billion), followed by
            become  more  tangible.  Focus  is  shifting  from  talking   the United States ($5.1 billion). Western Europe ($3.3
            about  technology  benefits  to  showing  real  and   billion) and Japan ($1.8 billion) and will be the next two
            measurable  business  outcomes,  including  productivity   largest regions in 2020, but Western Europe will move
            and  efficiency  gains,  knowledge  transfer,  employee's   ahead of China into the second position by 2023. The
            safety, and more engaging customer experiences," said   regions  that  will  see  the  fastest  growth  in  AR/VR
            Giulia  Carosella,  research  analyst,  European  Industry   spending over the forecast period are Western Europe
            Solutions, Customer Insights & Analysis.             (104.2% CAGR) and the United States (96.1% CAGR).

            Commercial use cases will account for nearly half of all   The  Worldwide  Augmented  and  Virtual  Reality
            AR/VR  spending  in  2020,  led  by  training  ($2.6  billion)   Spending  Guide  examines  the  augmented  reality  and
            and industrial maintenance ($914 million) use cases.   virtual reality (AR/VR) opportunity and provides insights
                                                                 into this rapidly growing market and how it will develop
            Consumer spending will be led by two large use cases:   over the next five years. Revenue data is available for
            VR games ($3.3 billion) and VR feature viewing ($1.4   nine  regions,  20  industries,  47  use  cases,  and  6
            billion). However, consumer spending will only account   technology categories and two reality types. Unlike any
            for a little over one third of all AR/VR spending in 2020   other  research  in  the  industry,  the  comprehensive
            with  public  sector  use  cases  making  up  the  balance.   spending guide was created to help IT decision makers
                                                                 to  clearly  understand  the  industry-specific  scope  and
            The  AR/VR  use  cases  that  are  forecast  to  see  the   direction of AR/VR expenditures. ◊
            fastest growth in spending over the 2019-2023 forecast
            period  are  lab  and  field  (post  secondary)  (190.1%
            CAGR),  lab  and  field  (K-12)  (168.7%  CAGR),  and                                            By IDC
            onsite  assembly  and  safety  (129.5%  CAGR).  Seven
            other use cases will also have five-year CAGRs greater
            the 100%. Training, with a 61.8% CAGR, is forecast to
            become  the  largest  use  case  in  terms  of  spending  in
            2023.







             January 2020: Digital Marketing Trends & Predictions                                                6
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