Moscow, March 29 — “News. Economy” In 2019 the global supply of devices of augmented and virtual reality (AR/VR) will increase by 54.1% and reach 8.9 million units, IDC analysts predict. In the next five years the market will continue to move upward: the supply of AR/VR headsets will on average increase by 66.7% and by 2023 are expected to reach 68.6 million units.
If we consider only the segment of virtual reality devices, with sales achieved by 2023 36.7 million pieces. Average annual growth in this category in the period from 2019 to 2023 will make up 46.7%.
According to researchers, the most popular will be to use a standalone VR device: after 5 years, their share will account for 59% of the total volume of shipments. VR headset linked to the computer or game console (Tethered HMD) is in the supply of 37.4%, while the remaining devices will belong to the category of Screenless Viewers (the model does not have its own screen and using the smartphone display).
In the sector of helmets augmented reality sales in 2023 will be at the level of 31.9 million units, and the growth rate will be is 140.9%. On a standalone device will have 55.3%, in hats with connecting to an external computing node 44.3 per cent. Less than 1% of devices without a display.
Further development of the market for AR/VR devices will contribute to new models from brands such as Oculus, HTC, Microsoft, and others. Also I’ll make a contribution to Qualcomm, the new chips will allow manufacturers to improve the gadgets and to expand their opportunities. The rest of the niche is divided between them without actual system, reducing its presence, including after the collapse of the practice of sales as a free Supplement to the individual flagship smartphones.
At IDC believe that around two thirds of all manufactured AR/VR headsets will be accounted for in the commercial segment. Usage scenarios for devices are the most varied: from the use of AR/VR technologies for education, training and the provision of services to retail sales and design.
Surviving in the middle of last year unexpectedly sharp decline, largely associated with the decrease of the interest without actual system like the Samsung Gear VR, the industry is showing signs of recovery.
Previously prepared by experts TrendForce forecast says that global production of smartphones in 2019 will amount to 1.41 billion units. This is 3.3% less than in 2018. Analysts make a reservation that in case of further deterioration of relations between the US and China the reduction of world production of smartphones may reach 5%.
As for the global rating, the leader in market share will remain Samsung. Analysts expect Huawei will surpass Apple and become the second largest smartphone manufacturer in the world. Apple will be in third place.
TrendForce analysts expect the release of smartphones this year will be reduced by 3.3-5.0 percent. Your pessimism can be explained by the weakening of demand: the lack of real progress and of qualitatively new features have made consumers less active than before, in relation to the replacement of already used devices.
Interestingly, about two-thirds of AR/VR headsets, delivered to the world market by 2023, will go to the commercial segment the demand by professional users slowly increases synchronously with the falling consumer sales. The driving forces of this process will be enterprise applications for training and simulation, health care, retail, architectural and industrial design.
IDC analysts predict that in 2019, worldwide sales of the technologies of augmented and virtual reality will grow to nearly $20.4 billion — by 68.8% more than in 2018 primarily of AR and VR technologies become commercial company. Their market share in 2019 will amount to 64.5 per cent, and by 2022 will exceed 80%. More than anything in AR and VR spending, the company of sphere of services ($1.6 billion) trade ($1.56 billion) and discrete manufacturing ($1.54 billion). The consumer segment of the market is larger than any particular industry ($7.2 billion), but growing much slower.
The main application field of AR and VR technologies in 2019 will remain playing in virtual reality: they will spent $4 billion On movies and videos will $2 billion, and of games in augmented reality — $616 million Among commercial applications of AR and VR technologies will lead training — $1.8 billion, making chain stores ($558 million), and maintenance of industrial equipment — $413 million
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