XR Global Revenue Forecast: 2022-2027

 

Executive Summary

Like many research & intelligence firms, one of the things that ARtillery Intelligence does is market sizing. A few times per year, we go into isolation and bury ourselves deep in financial modeling. This exercise takes the insights and observations we accumulate throughout the year and synthesizes them into hard numbers for the current and future spatial computing industry.

In covering spatial computing for eight years, our sector knowledge base and perspective continue to expand. That occurs on several levels, including insight and access to insider information, all of which informs our forecast models and inputs. Further reinforcing that knowledge position, the daily rigors of editorial production at our sister publication AR Insider emboldens our market insights. It also offers an invaluable asset for market-sizing work: access.

Beyond a knowledge position and market-sizing process, the focus of these forecasts likewise continues to evolve. Our first market forecast six years ago examined AR, VR, and all their revenue subsegments (collectively, XR). More recently, we began to produce separate forecasts* for headworn and mobile AR, as well as VR. Though all three share technical underpinnings, their nuanced market dynamics deserve deeper and focused treatment.

But now the pendulum has swung back in the other direction. In addition to those focused drill-downs into spatial computing subsegments, we’re returning to a comprehensive XR forecast. Why? The idea is to reveal insights about how these interrelated sectors contrast and converge. For example, what’s the market opportunity for supporting tech (e.g., creation platforms) that span AR and VR? And what’s the comparative hardware penetration and device sales outlook across these form factors? This combined XR forecast allows us to tackle such questions.

So what did we find out? Starting at the top, XR revenue will grow from $22.7 billion in 2022 to $70.1 billion in 2027. Among XR form factors, mobile AR leads with $14.8 billion in 2023, followed by VR ($10.7 billion) and headworn AR ($2.8 billion). Here, mobile AR’s lead is owed to piggybacking on an installed base of 3 billion+ smartphones.

But that installed base doesn’t always translate to revenue. For example, consumer spending in mobile AR is relatively low. Most of that spending is for digital goods, such as in-app purchases in Pokémon Go. Though the game is still going strong, it’s a bit of an outlier as most consumers aren’t paying for AR experiences at this stage.

So if not from consumers, where is money being made in mobile AR? The short answer is B2B2C. This involves brand spending to create AR experiences for their customers or potential customers. It includes AR marketing, commerce enablement, and experience creation software.

Moving on to VR, it’s a segment where most revenue comes from consumers. The big story there continues to be Meta’s loss-leader investments to gain early market share and build a network effect. This was most recently accelerated by Quest 3, which represents a new standard in VR headsets that feature high-resolution color passthrough cameras – a bridge to Meta’s headworn AR ambitions.

That brings us to headworn AR, where there’s ample anticipation for AR glasses in the tech press and broader culture… but also a looming reality check. Futuristic visions of pervasive all-day glasses hit a brick wall when considering technological requirements. Not only are these requirements intense – involving nuanced optical and display systems – but achieving stylistic viability adds another layer of complexity. The bottom line is that ubiquitous AR glasses are more of a 2030s reality than a 2024 one. Meanwhile, we see worthwhile approaches toward ”lite AR” in terms of stylistically-viable devices like Meta Ray Ban Smart Glasses (AI-driven audio AR), and Xreal Air 2 (lean-back immersive entertainment).

At the other end of the experiential spectrum is Apple Vision Pro. All eyes are on the device due to Apple’s track record in mainstreaming emerging tech through its signature halo effect. Estimated unit sales will be low (224,000) in early years due to the device’s price tag. But it could gradually penetrate further, seeing growth curves that mirror slow-start Apple wearables historically. This will happen as the device slims down over several generations… in both price and in bulk.

So how will we reach those milestones in the next five years? And what subsectors of the spatial spectrum are driving that growth? We tackle these questions through numbers & narratives in the coming pages.

 

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The fastest and most cost-efficient way to get access to this report is by subscribing to ARtillery PRO (Startup tier or higher for forecast access). You can also purchase it a la carte.

 

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Methodology

ARtillery Intelligence follows disciplined best practices in market sizing and forecasting, developed and reinforced through its principles’ 18 years in research and intelligence in tech sectors. This includes the past 8 years covering AR & VR as a primary focus.

This report focuses on revenue projections in various sub-sectors and product areas. ARtillery Intelligence has built financial models that are customized to the specific dynamics and unit economics of each. These include variables like unit sales, company revenues, pricing trends, market trajectory, and several other micro and macro factors that ARtillery Intelligence tracks.

This approach primarily applies a bottom-up forecasting methodology, which is secondarily vetted against a top-down analysis. Together, confidence is achieved through triangulating revenues and projections in a disciplined way. For more information on what’s included and not included in the forecast (a key consideration when evaluating the findings) see the next slide.

More about ARtillery Intelligence’s market-sizing methodology can be seen here and more on its credentials can be seen here.

Disclosure & Ethics Statement

Unless specified in its stock ownership disclosures, ARtillery Intelligence has no financial stake in the companies mentioned in its reports. The production of this report likewise wasn’t commissioned. With all market sizing, ARtillery Intelligence remains independent of players and practitioners in the sectors it covers, thus mitigating bias in industry revenue calculations and projections. ARtillery Intelligence’s disclosures, stock ownership, and ethics policy can be seen in full here.

 

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VR Usage & Consumer Attitudes, Wave VII

 

Executive Summary

How do consumers feel about VR? Who’s using it? How often? And what do they want to see next? Perhaps more importantly, what are non-users’ reasons for disinterest? And how can VR software and hardware developers optimize product strategies accordingly?

These are questions we set out to answer. Working closely with Thrive Analytics, ARtillery Intelligence wrote questions to be presented to more than 72,000 U.S. adults through Thrive’s established consumer survey engine. The results are in and we’ve analyzed the takeaways in a narrative report.

This follows similar reports we’ve completed over the past seven years, including a corresponding consumer AR survey. Wave VII of the research now emboldens our perspective and brings new insights and trends to light. All seven waves represent a significant sample of U.S. adults for robust longitudinal analysis. This will continue to expand with each survey wave.

So what did we find out? At a high level, 25 percent of U.S. adults own or have used a VR headset, up from 23 percent in Wave VI. Though this is modest incremental growth, the good news is that VR usage continues to show high satisfaction and frequency.

As for price sensitivity, demand inflects when prices fall into the $200-$400 range and lower. This is notably Meta Quest 2’s price range. In that light, this finding validates other evidence – and our separate market-sizing estimates – for Quest 2’s growth. It continues to hold a quality edge, aggressive price competition, and a growing VR market share.

Furthermore, standalone VR – embodied by Quest 2 – outperforms other categories. It specifically addresses many consumer objections to PC-based VR including cost, confinement, and setup friction. One exception is game console-based VR – namely PlayStation VR – which has established a user-friendly persona.

Meanwhile, non-VR users are largely uninterested, with only 20 percent reporting that they want to try the technology. Worse are the reasons for disinterest, with 64 percent – the dominant sentiment – saying that they’re “just not interested”. This definitive and deflating statement signals that VR proponents have their work cut out for them in converting non-users.

Moreover, the disparity between current-user satisfaction and non-user disinterest underscores a key “chicken & egg” dilemma for VR. To reach high satisfaction levels, VR must first be tried. Yet non-users, per the above, have little interest in trying it. Altogether, this presents a sizable marketing challenge for VR proponents to push that first taste.

But if anything is going to bring that interest to mainstream markets, it’s the aggressive pricing and quality of Meta Quest 2, as noted. PSVR’s user-friendly persona and positioning as a peripheral for a popular game console will also accelerate adoption.

These factors continue to attract users, which then attract developers. As game & app libraries build in this way, a virtuous cycle – or flywheel effect – propels the VR market. This is the path to VR growth.

 

Price: $999

The fastest and most cost-efficient way to get access to this report is by subscribing to ARtillery PRO. You can also purchase it a la carte.

 

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Methodology

ARtillery Intelligence has partnered with Thrive Analytics by writing the questions for the Virtual Reality Monitor consumer survey. These questions were fielded to more than 72,000 U.S. Adults. ARtillery Intelligence wrote this report, containing its insights and viewpoints on the survey results.

For market sizing and analysis, ARtillery Intelligence follows disciplined best practices, developed and reinforced through its principles’ 17 years in research and intelligence in the tech sector. This includes the past 7 years covering AR & VR exclusively, as seen in research and daily reporting.

Thrive Analytics likewise follows best practices in consumer research, developed over its long tenure as a consumer research firm. More details about the survey sample can be seen in this report’s introduction and more on ARtillery Intelligence research methodology can be read here.

More about ARtillery Intelligence’s market-sizing methodology can be seen here and more on its credentials can be seen here.

Disclosure & Ethics Statement

Unless specified in its stock ownership disclosures, ARtillery Intelligence has no financial stake in the companies mentioned in its reports. The production of this report likewise wasn’t commissioned. With all market sizing, ARtillery Intelligence remains independent of players and practitioners in the sectors it covers, thus mitigating bias in industry revenue calculations and projections. ARtillery Intelligence’s disclosures, stock ownership, and ethics policy can be seen in full here.

 

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Annual Predictions: 2022 Lessons, 2023 Outlook

 

Executive Summary

It’s that time of year again. As we enter 2023, our annual exercise kicks in: examining the AR and VR events and lessons of the past year and predicting outcomes for the next year. The following pages will do just that… But first, what’s the high-level view of where we are in the XR lifecycle?

AR and VR – collectively known as spatial computing – continue to hold immense potential. Though they don’t represent the imminent tech revolution trumpeted in their circa-2017 hype cycle, they continue to show gradual progress. After a shakeout followed that hype cycle, AR and VR are now steadily growing at measured and realistic paces.

But the “spatial spectrum” deserves more nuanced analysis as there are varying growth curves across AR and VR subsectors. Those seeing the most commercial traction include AR marketing & commerce, as well as consumer VR. Meta continues to advance the latter with massive investments and loss-leader pricing for its flagship Quest 2, not to mention last year’s introduction of the Quest Pro.

Speaking of Meta, one thing that characterized spatial computing in 2022 – for better or worse – is metaverse mania. The term resurfaced in 2021 after several mini-hype cycles over the past 30 years. This time, the volume was amplified as the metaverse aligns with growth in AR and VR noted above… not to mention Meta’s highly-exposed investments. It spends $10 billion+ annually to accelerate its vision.

But as this metaverse hype cycle accelerates, there are mixed feelings among AR and VR proponents. On one hand, it brings exposure to their work, which translates to investor and consumer excitement. On the other hand, connection to the “m-word” clouds AR and VR in mainstream perception as being futuristic jargon. And they could get dragged down with any looming metaverse backlash or market correction.

Meanwhile, the metaverse – though it’s still in the process of being defined – is not monolithic. There are a few possible tracks along which it could develop. One is the more common connotation: 3D virtual spaces that host time-synchronized interaction between place-shifted participants. Today’s metaverse -like fiefdoms include multiplayer games like Fortnite and Roblox.

But the second track is potentially more valuable: a physical-world metaverse, where geo-anchored data triggers AR devices to evoke digital content where and when it’s relevant. This involves a multi-dimensional data mesh that enables an annotation layer for the world, or an Internet of places. We often refer to this as the metavearth, and a similar construct is known in spatial computing circles as the AR cloud.

Beyond Meta, others are investing in versions of the metaverse, including Google, Apple, Microsoft, and Niantic. They’re each driven to protect and future-proof their core businesses. But a by-product of these self-interested investments will be an accelerated AR

and VR ecosystem. And acceleration is needed for key steps including the transition from mobile to head-worn AR, and greater mainstream penetration for VR.

So where are we in that journey? What did we learn in 2022? And what’s to come in 2023 across the subsegments of the spatial spectrum? We dive into these questions and others through numbers, narratives, and concrete predictions. The goal, as always, is to empower you with a knowledge edge.

 

Price: $999

The fastest and most cost-efficient way to get access to this report is by subscribing to ARtillery PRO. You can also purchase it a la carte.

 

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Methodology

This report highlights ARtillery Intelligence viewpoints, gathered from its daily in-depth market coverage. To support narratives, data are cited throughout the report. These include ARtillery Intelligence’s original data, as well as that of third parties. Sources are linked or attributed in each case.

For market sizing and forecasting, ARtillery Intelligence follows disciplined best practices, developed and reinforced through its principles’ 17 years in tech-sector research and intelligence. This includes the past 7 years covering AR & VR exclusively, as seen in research reports and daily reporting.

This approach primarily applies a bottom-up forecasting analysis, secondarily vetted against a top-down analysis. Together, confidence is achieved through triangulating figures in a disciplined way. More about our methodology can be seen here, and market-sizing credentials can be seen here.

Disclosure & Ethics Statement

Unless specified in its stock ownership disclosures, ARtillery Intelligence has no financial stake in the companies mentioned in its reports. The production of this report likewise wasn’t commissioned. With all market sizing, ARtillery Intelligence remains independent of players and practitioners in the sectors it covers, thus mitigating bias in industry revenue calculations and projections. ARtillery Intelligence’s disclosures, stock ownership, and ethics policy can be seen in full here.

 

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Headworn AR Global Revenue Forecast, 2021-2026

 

Executive Summary

Like many research & intelligence firms, one of the things that ARtillery Intelligence does is market sizing. A few times per year, we go into isolation and bury ourselves deep in financial modeling. This takes the insights and observations we accumulate throughout the year and synthesizes them into hard numbers for the current and future spatial computing industry.

In covering spatial computing for seven years, our sector knowledge base and perspective continue to expand. That occurs on several levels, including insight and access to insider information, all of which informs our forecast models and inputs. Further reinforcing that knowledge position, the daily rigors of editorial production at our sister publication AR Insider emboldens our market insights.

Beyond knowledge position and market-sizing process, the focus of these forecasts likewise continues to evolve. Our first market forecast six years ago examined AR, VR and all their revenue subsegments. More recently, we began to produce separate forecasts for AR and VR. Though they share technical underpinnings, their nuanced market dynamics deserve deeper and focused treatment.

We continue to double down on that segmentation by focusing this report on headworn AR specifically. Given its unique dynamics – in both technology and user adoption patterns – it compels its own focused analysis. This allows us to go deeper on key revenue sources like consumer, corporate & industrial, and AR-enablement software. We did the same earlier this year for mobile AR.

So what did we find out? Our outlook continues to be best characterized as cautiously optimistic, especially when compared to several large research firms that turn attention to AR occasionally to publish eyepopping revenue estimates in the hundreds of billions of dollars. By comparison, we’re comfortably and confidently in the tens-of-billions range for aggregate headworn AR spending in outer years of this financial outlook.

The burning questions: How is headworn AR pacing? Which subsectors are most opportune? And will Apple’s potential entrance impact the market? We answer these questions through numbers & narrative in this slide-based report. The goal, as always, is to empower you with a knowledge edge.

 

Price: $1999

The fastest and most cost-efficient way to get access to this forecast is by subscribing to ARtillery PRO (Startup tier or greater for forecast access). You can also purchase it a la carte.

 

Companion Video

 

What’s Covered

 

Methodology

ARtillery Intelligence follows disciplined best practices in market sizing and forecasting, developed and reinforced through its principles’ 17 years in research and intelligence in tech sectors. This includes the past 7 years covering AR & VR as a primary focus.

This report focuses on AR revenue projections in various sub-sectors and product areas. ARtillery Intelligence has built financial models that are customized to the specific dynamics and unit economics of each. These include variables like unit sales, company revenues, pricing trends, market trajectory and several other micro and macro factors that ARtillery Intelligence tracks.

This approach primarily applies a bottom-up forecasting methodology, which is secondarily vetted against a top-down analysis. Together, confidence is achieved through triangulating revenues and projections in a disciplined way. For more information on what’s included and not included in the forecast (a key consideration when evaluating the findings) see the next slide.

More about ARtillery Intelligence’s market-sizing methodology can be seen here and more on its credentials can be seen here.

Disclosure & Ethics Statement

Unless specified in its stock ownership disclosures, ARtillery Intelligence has no financial stake in the companies mentioned in its reports. The production of this report likewise wasn’t commissioned. With all market sizing, ARtillery Intelligence remains independent of players and practitioners in the sectors it covers, thus mitigating bias in industry revenue calculations and projections. ARtillery Intelligence’s disclosures, stock ownership and ethics policy can be seen in full here.

 

Purchase Report

Checkout easily and securely.

 

 

Questions

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Reference

Credentials & context