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{"id":3108238,"date":"2018-10-22T13:33:00","date_gmt":"2018-10-22T11:33:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/virtual_reality-superdata_research_erwartet_vr-mainstream-durchbruch_durch_oculus_quest_im_jahr_2019\/3108238"},"modified":"2024-05-11T01:55:16","modified_gmt":"2024-05-10T23:55:16","slug":"virtual_reality-superdata_research_erwartet_vr-mainstream-durchbruch_durch_oculus_quest_im_jahr_2019","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/virtual_reality-superdata_research_erwartet_vr-mainstream-durchbruch_durch_oculus_quest_im_jahr_2019\/3108238","title":{"rendered":"SuperData Research erwartet VR-Mainstream-Durchbruch durch Oculus Quest im Jahr 2019"},"content":{"rendered":"Die Marktforscher von SuperData Research<\/a> sind der Ansicht, dass mobile AR-Software (Augmented Reality) im Jahr 2021 erstmals mehr Umsatz als VR-Software (Virtual Reality) generieren wird. Sie sind au\u00dferdem der Ansicht, dass 2019 ein entscheidendes Jahr f\u00fcr den XR-Sektor (AR und VR) werden k\u00f6nnte – vielleicht sogar zum Jahr von Virtual Reality.

Als Grund hierf\u00fcr wird die Markteinf\u00fchrung von
Oculus Quest<\/a> genannt. “Mit mehr als einer Million Einheiten, die voraussichtlich im n\u00e4chsten Jahr ausgeliefert werden, hat das Oculus Quest das Potenzial, VR in den Mainstream zu bringen. W\u00e4hrend Ger\u00e4te wie Oculus Go und Samsung Gear VR mehr auf den passiven Medienkonsum ausgerichtet sind, wurde Oculus Quest entwickelt, um diejenigen anzusprechen, die VR-Gaming erleben m\u00f6chten”, hei\u00dft es in dem Bericht.

SuperData erwartet, dass sich Oculus Quest dreimal so gut wie Oculus Rift im ersten Jahr verkaufen wird. Die Verk\u00e4ufe von Oculus Quest und Oculus Go werden dazu beitragen, dass der VR-Umsatz auf mehr als das Doppelte steigen wird, und zwar auf 6,9 Milliarden Dollar, wobei f\u00fcr 2019 ein Gesamtabsatz von fast 2,5 Millionen Einheiten weltweit prognostiziert wird.

Der Umsatz mit Augmented Reality auf Android und iOS soll sich im Vergleich zum Vorjahr verdoppeln, was zu einem erwarteten Umsatz von fast 2 Mrd. Dollar bis Ende dieses Jahres f\u00fchrt, w\u00e4hrend sich der Umsatz von ortsgebundenem VR-Entertainment (z. B. VR-Kinos) innerhalb der n\u00e4chsten drei Jahre verdoppeln wird; auf 854 Mio. Dollar bis 2021.

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