It is estimated that 8.37 million VR head displays will be shipped in the global market and 1.43 million in China in 2021 From IDC

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On October 28 local time, Facebook CEO Zuckerberg announced the new name of the parent company “meta” at the connect conference of its VR hardware brand oculus, and the company’s stock code will be renamed from “FB” to “mvrs” from December 1. “Meta” is taken from the first four letters of “metaverse” and represents “transcendence” in Greek. In the extensive discussion in 2021, meta has shown its wide range and new meaning. After announcing its name change, Facebook expounded the company’s strategic prospects from three aspects: Hardware (New AR / VR helmets), software (new works of multiple contents) and planning (restarting enterprise VR application development outside the consumer version). In the future, the company will transform into a meta universe company to help build a “next-generation computing platform” in an all-round way.
IDC defines “meta universe” as an open virtual world parallel to the real world that can provide immersive experiences such as games, shopping and social networking. The technical architecture is divided into five main parts: AR / VR, Cloud Computing & edge computing, AI, network communication and blockchain. Over the past six months, the popularity of meta universe concept has focused on the field of games and VR: games are the simplest and feasible form of expression under the current technical background, creative environment and policy requirements; VR can be used as a terminal device connection interface to realize the “immersion” in the elements of the meta universe. At present, the development of the meta universe is still in the early stage of its huge conception. The ultimate form of the meta universe in the future will derive a new way of life.
The IT expenditure related to metauniverse will involve the following aspects. IDC expects the compound growth rate of it expenditure related to metauniverse to be 20.2% in the next five years.
IDC believes that since the popularity of the metaverse concept for half a year, it has had an important impact on the XR industry and will affect its future development trend. It has shown the new characteristics of the “Yuan” era in the following four aspects:
1. The inflection point of meta Hardware Hardware shipment is approaching, laying the foundation for “meta universe” equipment
According to IDC’s augmented reality and virtual reality market tracking report for the second quarter of 2021, 8.37 million VR head displays are expected to be shipped in the global market in 2021, of which 1.43 million VR head displays are expected to be shipped in the Chinese market in 2021. In the next five years, the compound growth rate of VR shipment in the Chinese market is 69.4%, and the compound growth rate of AR head display is 109.9%. Since the release of Facebook oculus Quest 2, the shipment and popularity have been a phenomenal product since the emergence of VR products, which is a major milestone in the field of XR hardware. From the perspective of relationship, metauniverse and XR hardware will promote each other to form a good cycle: the prosperity of game social applications related to the concept of metauniverse will promote the development of hardware from the perspective of content richness. On the other hand, the wider popularization of hardware on the consumer side can enable content participants to participate in the ecological construction of metauniverse.
2. The multiple demands of meta demands have boosted the popularity, and the industrial ecology of XR has gradually matured
From the demand side, IDC believes that the transformation of consumer groups, the derivation of diversified social needs and the need to liberate productivity are important driving factors for the fire of the concept of meta universe this year. Although there are many disputes, it is very clear that XR industry has entered a new period of rapid development. Compared with the capital heat in 2016, the current industry has significantly improved from five years ago in terms of hardware equipment configuration, technical level, content ecology and creative environment. The industrial ecology is healthier and the industrial foundation is stronger.
3. Meta players enterprises have entered the layout one after another, and their participation has increased significantly
Facebook has been widely distributed in the hardware and content of XR industry since 2013. In the Chinese market, XR participants are mainly small start-up technology companies, facing multiple challenges such as unstable financing environment. Since the explosion of the meta universe concept this year, more and more Internet companies, game companies and infrastructure hardware companies at home and abroad have successively launched concept related products and future development plans, which has formed a tripartite situation of application content providers, hardware participants and basic technology providers. The wide range of participants has reshaped the XR industry pattern from hardware to content.
4. The meta scenarios application scenarios are gradually expanded and extended based on game social networking
The game is the first application scenario of the meta universe, but the content of the meta universe concept is not limited to the game. In the future, the meta universe will radiate from games and social networking to more scenes: collaborative work, shopping, movie watching, fitness, education and training, digital economy, etc. Metauniverse can provide a centralized platform for virtual experience and services and continuously converge these services. In the long run, this will change the way people interact with the Internet, and people’s dependence on terminal devices will shift from smartphones / computers to XR devices.
Zhao Siquan, analyst of IDC China terminal system research, believes that the renaming of Facebook shows the basic attitude of its parent company to increase the layout and long-term optimistic about meta universe related industries. As a necessary way to connect the real world and the virtual world, XR field has continuously attracted the heat of capital and wide attention from all walks of life in the past six months, providing a more solid capital foundation and a more tolerant R & D and creation environment for hardware and software companies in the industry. With its strong content ecology, Internet giants will play an important role in building the primary form of the meta universe in the early stage of the development of the concept of the meta universe. Giant launch, hardware first, scene expansion and the advent of a new era — taking advantage of the fire of the concept of meta universe, the curtain of the “meta” era of XR industry has been opened.
More reading: IDC: in the second quarter of 2021, the global shipment of smart phones reached 313 million, an increase of 13.2% IDC: in Q2 2017, the global shipment of VR / AR helmets reached 2.13 million, a year-on-year increase of 25.5% IDC: in the second quarter of 2020, Facebook accounted for 38.7% of the VR market share IDC: it is expected that the VR head growth rate will be as high as 46.2% in 2021 IDC: it is predicted that the scale of AR / VR market expenditure in China will reach US $65.21 billion in 2023 IDC: it is expected that in 2018 Annual global AR / VR expenditure reached US $17.8 billion IDC: review of the VR / AR market in 2018 IDC: in Q2 of 2018, the global shipments of VR head mounted devices decreased by 33.7% year-on-year IDC: Top 10 forecasts of the AR / VR market in 2021 IDC: in 2017, the global sales of AR / VR head displays reached about 8.36 million IDC: in 2017, the scale of the VR and AR market in Western Europe is expected to reach US $2.5 billion IDC: it is expected that the scale of the AR market in 2021 will be twice that of the VR market IDC: 20 In 2017, the scale of China’s VR market will quadruple IDC: it is estimated that the global virtual reality equipment shipment will reach 64.8 million units IDC: in 2020, the global VR / AR market scale will reach 162 billion US dollars, with a compound annual growth rate of 181.3%
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