Summary of our market study

The global market for virtual, augmented and mixed reality has grown significantly, with sales expected to reach $13 billion by 2020.
Sales of VR/AR headsets account for almost 30% of the market.

The top five VR headset manufacturers, American and Asian, account for 75% of the market. Meta's Oculus Quest leads the way with 40%.

The sector has not benefited from the COVID-19 crisis, unlike other entertainment industries

The French market

The French market ranks sixth worldwide for headset sales, which are expected to reach around 1.4 million units in 2023.

16% of 25-34 year-olds own a headset, and only 3.5% of 50-64 year-olds. VR experiences have been tried by 40.9% of the French population.

7% of the population use a headset at least once a month, and 20% once a year. 94% of users express satisfaction with VR experiences. more than two-thirds of users share the use of a headset with family or friends.

The B2B market represents a growing share of VR/AR spending, particularly in industry and retail.

French startups have carved out a place for themselves in content creation.

Immersive technology market players

  • Meta, formerly known as Facebook, owns Oculus, a pioneering brand of virtual reality headsets.
  • Microsoft is known for its advanced mixed reality headset, the Hololens.
  • Apple with its ARKit platform for iOS devices enables developers to create augmented reality experiences.
  • Amazon: Its development platforms indirectly support the infrastructure of immersive technology.
  • Sony consolidated its market position with PlayStation VR, and a VR headset designed for gaming.
  • HTC sets the standard with its Vive VR headset
  • Epic Games: its Unreal Engine is a powerful authoring tool that developers use to create high-fidelity, interactive AR and VR experiences.
  • Unity Technologies: the Unity platform enables creators to develop VR and AR content in a variety of sectors, from gaming to architectural visualization.
  • Ubisoft is moving into immersive technology with VR titles such as Eagle Flight and Space Junkies.
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Summary and extracts

1 Market overview

1.1 Definition and scope of the study

Augmented reality refers to the superimposition of elements calculated in real time by computer software (sounds, 2D or 3D images, etc.) and reality. It allows to embed virtual objects in 3D in a real environment. Virtual reality simulates a three-dimensional environment using computer software, the user can then interact with the environment created. Mixed reality is a mixture of virtual and augmented reality.

Technological and industry advancements have boosted the market as annual sales of AR/VR headsets increase worldwide. Nearly 330,000 headsets were sold in France in 2019. Web and IT giants such as Microsoft, Facebook, Google and Apple are particularly active in the market. However, new players, particularly from Asia, are offering new products, while many French companies are trying to make their way in a market dominated by foreign players. The French ecosystem is mainly composed of startups, but also of large groups such as Ubisoft.

The applications offered by augmented, virtual and mixed realities are constantly developing for the general public and the professional market (immersive visits, training, collaborations, leisure activities...) and the democratization of these applications by consumers is the major issue in this emerging market.

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