4 ms·
Anecdotal from knowing a lot of fellow entrepreneurs in the space that pivoted into things like hazardous environment training, etc don't have any hard supporti
by jpgvm 4y ago
Anecdotal from knowing a lot of fellow entrepreneurs in the space that pivoted into things like hazardous environment training, etc don't have any hard supporting evidence sorry. Specifically most of these companies were originally trying to do games and/or consumer AR/VR apps but were forced to pivot due to lack of traction.
- foobiekr 4y agoFor what it's worth, I have a very, very hard time believing that the _revenue_ in the AR/VR space outside of games is even 5% of the total. If it was a big market, you wouldn't see companies like Microsoft and to a lesser extent WEbex etc. floundering so hard with their non-game-focused products. Even 5% seems unbelievable generous given that, for example, Webex Hologram has $0 revenue and Microsoft's DoD Hololens project is all but dead on launch.
- gautamb0 4y agoI’ve been in the enterprise vr industry for almost 7 years, and you’re correct with your estimate being very close to where I’d put it. The vast majority of revenue is from gaming.