As of January 2019, 54 percent of respondents said that the gaming sector was going to witness the most investment directed to the development of virtual reality (VR), augmented reality (AR), and mixed reality (MR) technology or content in the next 12 months. Sectors like healthcare and education have also become notable investment destinations as the use cases of extended reality (XR) technology have developed.
Extended reality (XR)
Extended reality (XR) is an emerging term for all immersive technologies, including VR, AR, and MR, plus those that are yet to be created. Immersive, or XR, technologies, extend the reality we experience by either merging the virtual and “real” worlds, or by creating a fully immersive experience. VR creates an artificial environment, whereas AR simply makes use of the existing environment by overlaying new information on top of it. In both VR and AR, the information or imagery is made available to the user using headsets, with Oculus VR and Sony among notable vendors.
XR consumption
The market for XR technology is growing, with major companies like Microsoft and Intel investing into XR technology. Included in this, the number of mobile AR users globally is expected to increase, fueled in part by a growing desire for AR technology to enhance consumer experiences in media and entertainment. Music concerts and sports events are just two examples where AR technology is being used more commonly in order to help enrich the fan experience.
XR/AR/VR/MR technology and content investment focus worldwide from 2016 to 2019
Question: In which sectors do you expect to see the most investment directed to the
development of AR/VR/MR/XR technology or content in the next 12 months?
In 2016 and 2018 the question in the survey was focused only on AR and VR, not taking into account MR and XR products and services Multiple answers were possible.
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Perkins Coie. (March 20, 2019). XR/AR/VR/MR technology and content investment focus worldwide from 2016 to 2019 [Graph]. In Statista. Retrieved December 21, 2024, from https://www.statista.com/statistics/829729/investments-focus-vr-augmented-reality-worldwide/
Perkins Coie. "XR/AR/VR/MR technology and content investment focus worldwide from 2016 to 2019." Chart. March 20, 2019. Statista. Accessed December 21, 2024. https://www.statista.com/statistics/829729/investments-focus-vr-augmented-reality-worldwide/
Perkins Coie. (2019). XR/AR/VR/MR technology and content investment focus worldwide from 2016 to 2019. Statista. Statista Inc.. Accessed: December 21, 2024. https://www.statista.com/statistics/829729/investments-focus-vr-augmented-reality-worldwide/
Perkins Coie. "Xr/Ar/Vr/Mr Technology and Content Investment Focus Worldwide from 2016 to 2019." Statista, Statista Inc., 20 Mar 2019, https://www.statista.com/statistics/829729/investments-focus-vr-augmented-reality-worldwide/
Perkins Coie, XR/AR/VR/MR technology and content investment focus worldwide from 2016 to 2019 Statista, https://www.statista.com/statistics/829729/investments-focus-vr-augmented-reality-worldwide/ (last visited December 21, 2024)
XR/AR/VR/MR technology and content investment focus worldwide from 2016 to 2019 [Graph], Perkins Coie, March 20, 2019. [Online]. Available: https://www.statista.com/statistics/829729/investments-focus-vr-augmented-reality-worldwide/