This report addresses the prospects for XR in the consumer market.
Three segments are covered: gaming, video & entertainment, retail & e-commerce. Two case studies per segment provide deeper views on XR products and highlight the linked issues at stake.
This report also addresses current XR technologies and possible disruptions, market trends and drivers as well as hurdles for the future.
Finally, XR consumer market forecasts are detailed, per consumer segment and technology (AR & VR).
- Where do we stand in terms of XR development in the consumer market?
- Where are the best market opportunities?
- What are the challenges and the driving forces for change?
- What will be the size of the market in 2025 and the balance per consumer segment and technology?
- Despite recent advances in available solutions, XR (virtual reality and augmented reality) services remain a niche consumer market, apart from video games. According to IDATE DigiWorld, accelerators, particularly 5G, are expected to boost consumption with a market growing by a multiplication factor of 5 between 2020 & 2025.
Access the study!XR Consumer market
FTTH versus DOCSIS 4.0
The COVID-19 pandemic has affected entire sectors of our global economy. With working from home and social distancing becoming the new standard, the telecom sector appears to be a key accelerator in keeping our economies up and running. While broadband connectivity is now seen as a evident ‘facility’ in these times of crisis, new perspectives have emerged for telecom operators. At this time, most cable operators have deployed DOCSIS 3.0 in their country of operations. However, two trends have emerged for them. The issue is if it is more profitable to upgrade existing networks towards DOCSIS 3.1 or if it is wiser to gradually migrate towards full-fibre networks, given the throughput limitations of cable.