The pandmic has pushed XR, including a variety of VR and AR use cases, beyond gaming and entertainment.
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Extended reality (XR) technologies, including virtual reality (VR), augmented reality (AR), and mixed reality (MR) are still in the early phases of adoption, but they are evolving quickly. While most use cases for VR and AR are still related to gaming, entertainment, and social media, the variety of applications is expanding as more consumers and businesses test out immersive experiences.

Because the pandemic has forced many people to work, socialize, study, and shop at home, they’re using XR experiences to replace in-person ones. This year, 58.9 million people in the US will use VR, and 93.3 million people will use AR at least once per month.

AR usage still outpaces VR and VR headset usage by a significant amount.

Though VR and AR are different technologies growing at different rates, the pandemic appears to have galvanized the market for both.

VR and AR usage impacted by COVID-19

VR and AR usage has increased as more people stay home and pursue activities aligned with crowd avoidance and social distancing, including video gaming, consuming entertainment, participating in social VR, using AR features on social networks, and experimenting with virtual try-ons, virtual shopping, and 360-degree travel videos. For example, June 2020 research by Ipsos and the Global Myopia Awareness Coalition (GMAC) found that 58% of US children and teens spent more time with smartphones, 53% spent more time with video game consoles, and 15% spent more time with VR headsets since the pandemic began. …read more

Source:: Business Insider


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