During the usual appointment in Davos of the World Economic Forum 2022, a white paper dedicated entirely to the Immersive Technologies sector and to companies operating in Immersive Media Technology (VR–AR–MR) was presented for the first time, with the aim to intercept the sector’s ability to respond to changes due to the COVID-19 pandemic and the ability of companies to govern the impact it has had on organizational and development capabilities.
Several highlights emerge from the analysis that shows how some sectors, more than others, have approached the knowledge and acquisition of knowledge and skills in the sector of immersive technologies, from education and medical training, from virtual events, to art and culture, up to to entertainment.
Precisely through the analysis of the various cases of application of technology in the entertainment sector, it was possible to identify how the capacity of immersive media can improve the participation experience by allowing users to explore events from multiple angles (instead of from one immutable angle) allowing them to use the content in an “active” way.
Furthermore, by integrating the different sources of research conducted globally, based on data and consumer trends, a new estimate of the global Virtual Reality market has been elaborated which will grow from $6.1 billion in 2020 to $20.9 billion by by 2025, and the global Augmented Reality market from $15.3 billion in 2020 to $77.0 billion by 2025.
–Immersive Media Technologies: The Acceleration of Augmented and Virtual Reality in the Wake of COVID-19