Discover the growing market of immersive entertainment from artificial reality (AR), virtual reality (VR), as well as the ever-growing gaming market, all leading to integration within media and entertainment.

Statistics

Gaming:
  • The largest driver of growth across the video game industry is mobile gaming. (Plume)
  • There are more than 3 billion active mobile gamers worldwide, and still growing. (SkyQuest Technology Consulting)
  • The global mobile gaming market size is expected to reach a value of $214.61B by 2028, at a CAGR of more than 11.88%. (Plume)
AR/VR:
  • Overall, 1 in 8 homes report owning a VR device with gaming continuing to be the predominant reason. (Hub Entertainment Research)
  • There are 110.1 million AR users and 171 million VR users in the U.S. (MIT)
  • 14.98 million units of AR and VR devices were shipped to customers worldwide in 2022, +54% from 2021. (IDC)
  • The VR industry market size is $7.72B. (MIT)
  • The global VR market is projected to reach $26.9B by 2027. (Zippia Research)
  • Almost half (47%) of Americans say they are familiar with VR. (MIT)
  • 70.8 million in the US will use virtual reality technology at least once per month in 2023. (eMarketer)
  • 70% of technology leaders anticipate that the AR market will surpass the VR market in revenue. (Threekit)
  • The AR market is estimated to reach a $50B value by 2024. (Mobile Marketer)
  • 52% of retailers say they are not prepared to integrate AR into their retail. (Mobile Marketer)
  • 32% of consumers use AR while shopping. (Mobile Marketer)
  • 61% of consumers say they prefer retailers with AR experiences. (Mobile Marketer)
  • 71% of consumers say they would shop more often if they used AR. (Mobile Marketer)
  • 40% of consumers say they would pay more for a product that they could customize in AR.

Latest Gaming/VR/AR Tech

Lynx – XR Headband

Lynx has a headband based XR glasses platform that is low cost and open source. You can use AR pass through mode to augment your view with overlaid images and text or become totally immersed in virtual reality. No account is required, and you can build your own applications. 6-degree-of-freedom (6DOF) hand controllers are also available for building truly interactive experiences.

By J. Clarke Stevens, Shaw*

TCL – RayNeo Translating AR Glasses

TCL’s new RayNeo X2 AR glasses use binocular, full-color, micro-LED waveguide displays and other interactive features to set the standard for AR glasses. The stereo 1080p screens have a contrast ratio of 100,000:1 and an image brightness of 1,000 nits. The glasses can translate languages in real-time with subtitles on the floating screens. The glasses are normal size, with a built-in image-stabilized camera and whisper mode private audio. This all runs on batteries and no cables.

By J. Clarke Stevens, Shaw*

Skinetic – Haptic Vest

The Skinetic haptic vest is intended to make your virtual experiences more haptic. It’s a unisex zip-up vest that can be adjusted to fit snugly with straps. It needs to fit snugly so you can feel the 20 vibrating voice coil motors. The vest is wirelessly connected. Haptics can be integrated into games and other VR experiences with the Skinetic API.

By J. Clarke Stevens, Shaw*

NVidia – GeForce Gaming in Cars

NVidia is well-known for producing high-performance graphics boards, but they seem particularly adept at expanding their market. When they realized that fast graphics boards were also fast general purpose processing boards, they expanded to security and markets that require fast real-time computing. They are now expanding their existing gaming market into cars. Cars that support the GeForce NOW service (some already do) have enough processing power to run a full PC-gaming experience. GeForce NOW supports over 1,000 game titles that can be downloaded to the car and played with a controller. The driver and front seat passenger can’t play unless the car is in park—at least not until we get those fully-autonomous vehicles.

By J. Clarke Stevens, Shaw*

Reports

Gaming/AR/VR Report

Discover the latest in immersive entertainment from artificial reality (AR), virtual reality (VR), to the ever-growing gaming market, all leading to integration within media and entertainment.

CES 2023 Report

Get an inside look at some of the latest innovative trends in media and entertainment from the 2023 Consumer Electronics Show through a personal analysis from J. Clarke Stevens, Shaw. *

* Please note that any opinions, views, commentary or recommendations about these technologies related to the 2023 Consumer Electronics Show (CES) and/or any products or services participating in the CES made by Clarke Stevens are his alone and do not represent opinions, views, commentary, recommendations of Shaw Communications Inc., its affiliates or its management (collectively, “Shaw”) about the CES and Shaw does not approve, recommend and endorse of any of the products or services participating in the CES.