This year, virtual reality devices/hardware have impressively increased in sales. This increase is believed to be fueled by video games as well as other apps and devices that feature virtual, particularly Facebook’s Oculus Quest. Check out https://ionvr.com/best-vr/headsets-for-android/ for the best VR headsets.
VR Hardware Sales Expected To Reach $2.1 Billion
As per data presented by SuperData XR Dimensions, the Nielsen firm committed to delivering market intelligence on the industry of games and gaming, sales on virtual reality hardware are forecasted to reach 2.1 billion US dollars by the end of this year, which is a 31% increase compared to last year which amounted to 1.6 billion US dollars.
Globally, the volume in the Virtual Reality market is projected to touch 98.4 million in sales by the year 2023, producing an installed base unit of 168 million with a penetration in global population of 2%. The said growth is predicted across every countries and regions, with China being in d the lead.
Sale Increase Fueled By Oculus Quest
2019 has so far become a great year for virtual reality which provided a base growth that is solid and strong. The standalone headset of Facebook known as Oculus Quest has generated a great deal of interest and drive. The VR headset was introduced in May and immediately sold out throughout numerous stores in just a week after it was unveiled. Andrew Bosworth, VP of AR/VR of Facebook, stated that within the first two weeks of the sales of the Oculus Quest headset, there were content sales worth 5 million US dollars. Although official statistics on the sales was lacking, several reckoned that Facebook can market over 1 million Oculus Quest units in 2019.
The move from tethered headsets to standalone VR devices exemplifies a shift in the paradigm in the immersive environment. Today, we gain access to an exceptionally mobile platform that’s adequate and suitable enough to facilitate and make possible user experiences that are very compelling.
As for Augmented Reality, at the moment, it is good enough to regard it as mainstream. As per report by SuperData, more than 2 billion AR users have utilized AR in mobile apps in the course of Q3 of 2019 alone. AR filters designed for Instagram as well as Snapchat continue to be the most popular, similar to Pokémon Go wherein it generated a revenue of 176 million US dollars in August.