VR is slow growth AR is the boss! The game industry also promotes the development of VR

According to eMarketer, a market research firm, 40 million Americans will participate in some form of augmented reality at least monthly in 2017, an increase of 30.2% over 2016. Most of the AR's growth will be driven by Snapchat Lenses and Facebook Stories, while the use of VR will be driven by 360-degree video on social networks.

eMarketer defines AR users as individuals of any age to experience augmented reality content at least once a month on any device. This year, 12.3% of the US population will use some form of AR content.

By the end of 2019, eMarketer expects that US AR users will reach 54.4 million, accounting for 16.4% of the US population, and nearly one-fifth of Internet users.

eMarketer forecast analyst Chris Bendtsen said: "We estimate that Snapchat Lens users account for the vast majority of AR users. Snapchat's growth will continue to contribute to AR users in the future, but in the next few years, eMarketer also expects Facebook Stories to become AR. An important growth driver for popularity because it is now widely available to Facebook users."

At the same time, VR growth in the United States is slower and will not be adopted on a large scale in the foreseeable future. eMarketer expects that 24.4 million people in the United States will participate in a form of VR at least monthly, which is an increase of 109.5% over 2016.

eMarketer's definition of VR includes 360-degree video, photo and product demonstrations and head-mounted games on any device (such as TVs, desktops/laptops, mobile devices and heads-up displays). This piece is mainly driven by 360-degree photos and videos on Facebook and YouTube.

The game industry has also promoted the use of VR headlines. In 2017, 9.6 million people in the United States will use VR on their heads every month, an increase of 98.7% over the previous year.

Although VR headsets provide a more immersive experience, due to the high cost, participation will remain low. eMarketer estimates that only 2.9% of Americans will use VR Headset once a month at least once, and by 2019 this figure will only increase to 5.2%.

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