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Gaming Market Leads AR/VR Use Cases as CE Drives Nascent Category

Worldwide spending on augmented reality and virtual reality will reach $27 billion this year, up 92 percent over 2017, IDC reported Thursday. The consumer industry is projected to remain the biggest spender ($53 billion) on AR/VR products and services through…

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2022, followed by retail, manufacturing and transportation ($56 billion combined). VR gaming leads use cases, with spending expected to reach $7 billion this year.