Data Analysis: 2017 VR/AR Game Market Will Be Remodeled

▼ Data analysis: 2017 VR/AR game market will be remodeled from Baidu VR Although the development of VR in 2016 was not as expected, AR's unanticipated success is driving the industry forward. According to the virtual report, in early 2016 it had believed that VR would generate revenue of 3.8 billion yuan, but in fact, last year's VR revenue was only 2.7 billion. However, the additional $1.2 billion in revenue from AR was surprising to the market. For example, the unexpected success of Pokemon Go pushed the combined AR/VR market to $3.9 billion. However, this did not stop the momentum of AR/VR growth. The beginning of this year shows that there are 300 VR companies in Europe. These companies are continuously developing new games and programs for the VR industry. According to VR Tech's report, the future of VR/AR depends on better hardware, software, and productivity that can be promoted to more people. VR and AR have high requirements for measurement, tracking, project, and pre-training in order to provide the best experience. With better and cheaper VR devices, the industry can improve. The 2016 VR development results did not hinder the growth of AR and VR, but reshaped the way forward for the market. With more companies entering the field and unanticipated success of the AR, the industry can expect VR/AR to have a lot to do in games, healthcare and marketing. For example, Warducks, a company based in Berlin, Europe, has been thriving during this time. The company’s Global Agents won 250,000 downloads last year, and the company’s newly developed Sneaky Bears will continue its success. Warducks was founded by former Facebook Games veteran Nikki Lannen. The Irish company has the mission of bringing interesting and compelling content to VR - the industry expects VR industry revenue will reach $120 billion by 2020.