IDC Sees Strong Growth for Augmented and
Virtual Reality
November 30, 2022
Worldwide
spending on augmented reality and virtual reality (AR/VR) is
forecast to reach $13.8 billion this year and grow to $50.9 billion
in 2026, according to the International Data Corporation (IDC)
Worldwide Augmented and Virtual Reality Spending Guide. The
five-year compound annual growth rate (CAGR) for AR/VR spending will
be 32.3%. Virtual reality will account for more than 70% of all AR/VR
spending throughout the 2022-2026 forecast while overall spending
will be almost evenly split between consumer and commercial
applications.
"The AR/VR market has been taking slow but sure steps in recent
years and is poised to take longer strides in the years to come,"
said
Ramon T. Llamas, research director, Mobile
Devices and AR/VR at IDC. "Recently announced and
upcoming hardware from major brands showcase clear improvement from
first-generation devices. The deeper proliferation into current use
cases and the addition of new ones highlight the versatility that
AR/VR brings. And along with these is a whole host of services to
help make them happen. The result: a maturing market ready to thrive
for consumers and commercial users alike."
The named commercial use cases that are forecast to receive the
largest AR investments throughout the forecast are industrial
maintenance and training. Together, these two use cases will account
for almost one third of all AR-related spending. In VR technology
investments, the two largest named commercial use cases are found in
training and collaboration, capturing nearly 44% of the market by
2026.
In comparison, the two leading consumer use cases – virtual reality
gaming and augmented reality gaming – will grow to about 25% of all
AR/VR spending by the end of the forecast.
The use cases that will see the fastest spending growth over the
forecast period are emergency response (82.9% CAGR), augmented
reality games (57.8% CAGR), internal videography (47.8% CAGR), and
collaboration (42.7% CAGR). Sixteen other use cases are forecast to
have five-year CAGRs of 30% or more.
"IDC introduced 34 additional commercial use cases to the Worldwide
AR/VR Spending Guide in 2022, including minimally integrated, highly
mobile, and remote use cases as well as emerging virtual
collaboration." said
Marcus Torchia, research vice president, Data
& Analytics. "Enterprises deploy investments in AR and VR
in a variety of ways including headset-centric and personal
device-centric approaches as well as on premise and via cloud
services supported implementations. This flexibility is allowing
enterprises to realize positive returns and short payback periods on
their investments."
While
commercial spending will trail consumer spending overall, a number
of industries are expected to make strong investments in AR/VR
applications over the next five years. The largest investments will
come from discrete manufacturing, healthcare providers, professional
services, education, and retail. The industries that will deliver
the strongest spending growth over the forecast period will be
healthcare, telecommunications, state/local government, and
utilities.
From a technology perspective, standalone and tethered head-mounted
displays (HMDs) will account for more than one third of all AV/VR
spending throughout the forecast, followed by software, which will
grow to more than a quarter of all spending by the end of the
forecast. Host devices and tethered HMDs will see the fastest
spending growth with five-year CAGRs of 59.5% and 57.9%,
respectively. Software will also experience strong growth with a
CAGR of 41.3%.
Bob Bova, the President and CEO of
AccuSpeechMobile said. "Many companies that provide
intelligent, edge based data collection devices used for MRO and
Warehouse applications are designing integration with AR vision
ware. The Zebra HD4000 is a perfect example of this. Exploiting the
power of the Android OS, Zebra has also worked with AccuSpeechMobile
to add voice automation so the AR glasses can be controlled and
combined with voice automated workflows both inside the four walls
and outside as well."
On a geographic basis, the United States
will deliver the largest AR/VR spending totals, accounting for more
than one third of the market throughout the forecast. China will be
the second largest region, growing to nearly a quarter of the
overall market in 2026 with a five-year CAGR of 42.2%.