Futureland is an event for CEOs and executive managers dedicated to the innovative emerging technologies that are reshaping industries.
In the 2017 edition, I gave a speech about the past, present, and future of AR in the gaming industries. Starting from the analysis of the Pokemon GO phenomenon, I outlined four possible scenarios in which companies can play their own game.
The 2017 VRDC annual report, a survey over 600 professionals involved in the development of virtual, augmented, and mixed reality experiences, states that the focus of their current and potential works in VR/AR/MR development is for the 78% in Games and Entertainment.
By 2020, is predicted that video games segment will represent 34% of the Augmented and Mixed Reality software market with a user base of 70 million users worldwide that will reach 216 million users by 2025 and will be worth 11.6 billion dollars.