Many consider Augmented and Virtual Reality (AR and VR), or the mix of the two referred to as Mixed Reality or Merged Reality, to be the most likely candidate for the next major computing platform beyond the smartphone. However, adoption of the technology by users is not only dependent upon getting sufficiently capable hardware to market at the right price point, but also the value delivered by applications and experiences produced by third-party developers. Conversely, historically we’ve seen a lot of churn in developer populations working on emerging technologies where a commercial market isn’t developing fast enough.
In this report, we look at which AR and VR platforms developers have currently adopted as of Q2 2017, as well as which platforms they expect to adopt in 2018. We also asked them how fast they expect the hardware market to develop. That is to say, how quickly do they think that the currently dominant smartphone viewers will be replaced by dedicated, untethered headsets. We look at these issues for Augmented and Virtual Reality separately, as well as for professional developers in each space separately.
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- Which AR and VR platforms are developers currently using?
- Which platforms do they expect to adopt in the near future (within 2018)?
- How fast do developers expect the hardware market to develop?
- How does this differ between professional developers and hobbyists, who form the majority?
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This report is based on a large-scale online developer survey designed, produced and carried out by SlashData over a period of nine weeks between April and June 2017. Developer Economics 13th edition reached an impressive 21,200+ respondents from 150+ countries around the world. As such, the Developer Economics series continues to be the most global independent research on mobile, desktop, IoT, cloud, web, game, AR/VR and machine learning developers and data scientists combined ever conducted.
Our data were thoroughly checked and cleansed for response inconsistencies. Based on vigorous statistical methods we also weighed the responses to correct for bias related to region, segment and hobby or professional involvement.
For more information about our methodology, please visit https://www.slashdata.co/methodology