It has been observed of having been around for nearly five years as of now, the headsets of virtual reality were finding adoption the masses. As you may also find them tucked away in a corner at the neighborhood mall where wearing a head-mounted devices for gaining experience in virtual games.
As per the International Data Corporation also known as (IDC) , the global Augmented Reality (AR) as well as the Virtual Reality (VR) headset market returned to growth within a full year of decline in the first quarter this year but as per the record in global shipments it reaches around 1.3 million - 27.2 percent from the same quarter last year.
The VR headsets were represented as 96.6 percent of the combined AR/VR market during the quarter with strong volumes from those top companies say for Sony, Facebook, HTC, Pico and also some others.
But there has been no doubt that enterprise AR is evolving quickly, most especially in the fields of healthcare, education and some other firms where that can aim to achieve customer experiences.
One of the main reason VR is not booming in the current market due uncomfortable into the customer segment also due to clunky headsets - even early VR adopters were compalined of mental fatigue due to the prolonged use of VR headsets.
As per the report suggest that it has been relatively a young technology but AR shows more promise than VR which basically involves in adding visual elements to the real world - typically through smartphones.
The VR content has been out there is not readily available to customers. As you even know the VR technology might not be able to rule out nausea and many other health related issues you might experiencing.
Consumer interest in fantasy were still in-fantasy which will be in the position of slow and steady traction as many specific use-cases, such as gaming.