"Hardware comes first and leads in revenue share, which is then outpaced by software spend. This happens as a larger installed base of in-market hardware accumulates; and as software ARPU grows." https://t.co/gPwlHog4CW
"the “spatial spectrum” deserves more nuanced analysis as there are varying growth curves across AR and VR, as well as their convergence in a new batch of passthrough-AR-based mixed reality devices." https://t.co/uNGK1ejkDm
"These factors continue to attract new users, which then attract developers. As game & app libraries build in this way, a virtuous cycle – or flywheel effect – gradually ratchets up the VR market." https://t.co/gjmspNbxha
"Beyond AR's appeal among creative professionals to have more dimension and creative capacity, there’s a real business case for immersive marketing." https://t.co/CytyeVpnxG
"Ray-Ban Meta Smartglasses (RBMS) set the bar for headworn devices that are supported by AI. Among other advantages, this limits reliance on graphical dimensionality as a selling point. " https://t.co/JnFA97wTxo
What did we learn in the last year in XR and what's the outlook for the next year? We break it down in part 2 of this ARtilery Intelligence report. https://t.co/w8n20tevn7
"AR as a Service" platforms enable companies to build AR for internal productivity (B2B), or for consumer-facing experiences (B2B2C). https://t.co/ZiFlVnVGVG
In addition to cyclical dynamics facing all tech startups, XR startups are impacted by a cycle of their own: the hangover from the metaverse hype cycle https://t.co/dRsX1ujtvb
How do consumers really feel about AR? In partnership with Thrive Analytics, we asked them directly. The result is Wave 9 of our AR consumer survey. https://t.co/FDyC5RjZfw
One of AR’s biggest revenue categories is marketing. We’ve projected it to grow from $6.1 billion in 2024 to $11.2 billion by 2029. https://t.co/CytyeVpnxG