As the price and availability of VR/ AR products continues to drop and the barriers to content development continue to fall away, this industry is going to grow exponentially. According to PwC that growth will hit $1.5 TRILLION (with a ’T’) in the next decade. This blows away previous projections, include some of those made in the resources provided in our market projections space. Apologies for potentially giving too much airtime to global consultancy PwC. However, educators need to be aware of the opportunities and challenges highlighted here. The following micro site includes a white paper on the future of the industry that can be downloaded and reviewed, as well as a series of recently updated articles related to industry sectors.
Seeing is believing: How VR/ AR will transform business and the economy
By miguel strother on January 17, 2020

I appreciated that this report noted the importance of the human element in bringing VR and AR to the marketplace. To be successful, we need to support a gentle and positive introduction to the technology for those who have not used it before. The excitement regarding the novelty of the technology can lead early adopters to forget the experience of those who do not share the same excitement. This report also demonstrates the technology within the context of the report by including AR features, although I couldn't quite make them work properly. If the AR could work, the report itself could be a persuasive tool when introducing the technology to newbies. There are also links within the report where you can apparently filter data by time, technology, territory and use case, but I couldn't find this information. The report also provides a clear description of its research methodology which could be helpful when using the data to support business proposals. Given that other market projection reports cost thousands of dollars (see https://www.researchandmarkets.com/reports/4861009/global-augmented-reality-and-virtual-reality?utm_source=dynamic&utm_medium=GNOM&utm_code=v4rvsw&utm_campaign=1333269+-+Global+Augmented+Reality+and+Virtual+Reality+Market+Analysis%2c+2015-2026&utm_exec=joca220gnomd), this report offers an affordable and practical summary of considerations for businesses who are interested in exploring the VR and AR market.
I appreciated that this report noted the importance of the human element in bringing VR and AR to the marketplace. To be successful, we need to support a gentle and positive introduction to the technology for those who have not used it before. The excitement regarding the novelty of the technology can lead early adopters to forget the experience of those who do not share the same excitement. This report also demonstrates the technology within the context of the report by including AR features, although I couldn't quite make them work properly. If the AR could work, the report itself could be a persuasive tool when introducing the technology to newbies. There are also links within the report where you can apparently filter data by time, technology, territory and use case, but I couldn't find this information. The report also provides a clear description of its research methodology which could be helpful when using the data to support business proposals. Given that other market projection reports cost thousands of dollars (see https://www.researchandmarkets.com/reports/4861009/global-augmented-reality-and-virtual-reality?utm_source=dynamic&utm_medium=GNOM&utm_code=v4rvsw&utm_campaign=1333269+-+Global+Augmented+Reality+and+Virtual+Reality+Market+Analysis%2c+2015-2026&utm_exec=joca220gnomd), this report offers an affordable and practical summary of considerations for businesses who are interested in exploring the VR and AR market.
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The monetary projections here are indeed attention getting, and the takeway from this report is that 5G is going to blow the roof off VR/AR's current capabilites and companies need to be ready for the next wave to remain relevant and competitive. Educators, learning technologies specialists and venturers need to dive in if they haven't already. This call to action isn't all hype: the report outlines steps to get started using VR/AR that focus on creating solutions.
The monetary projections here are indeed attention getting, and the takeway from this report is that 5G is going to blow the roof off VR/AR's current capabilites and companies need to be ready for the next wave to remain relevant and competitive. Educators, learning technologies specialists and venturers need to dive in if they haven't already. This call to action isn't all hype: the report outlines steps to get started using VR/AR that focus on creating solutions.
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