Gaming, Augmented, and Virtual Reality Image

Gaming, Augmented, and Virtual Reality


A newer version of this research is available.

Please refer to Augmented and Virtual Reality to ensure you are viewing the latest forecasts.

The gaming market continues to grow at a quickening pace, and with it comes shifts in trends, devices, and market share. Console, PC, and Mobile gaming continue to be the primary platforms, with Mobile expanding rapidly to compete with Console and PC. Developers and publishers across these platforms are reacting to these trends, for better or worse. The primary consoles from Microsoft, Sony, and Nintendo, after seeing a new generation launch in 2012 and 2013, are still growing but are beginning to settle in.

Augmented Reality (AR) and Virtual Reality (VR) are markets that, while not completely novel, are seeing a strong resurgence. Head Mounted Displays (HMDs) are driving the VR market, with devices like the Oculus Rift, Sony’s Project Morpheus, and mobile-reliant devices like the Samsung Gear VR, leading the space. These devices will see use most commonly in the gaming market, with other use cases such as video consumption as a secondary usage. AR devices, which overlay information on a user’s natural vision, have primarily manifested as Smart Glasses, with pass-through displays and smaller, familiar form factors; new applications, such as in marketing, education, and tourism, will develop and bring new device types to this market as well.

Table of Contents

Click a table title to see what's included in the data.