Toys ‘R’ Us Canada this week became the first company in the country to use the Snapchat Portal Lens in its marketing. Read more…
Papa John’s pizza boosted ad awareness 6% among its customers with an augmented reality (AR) lens on Snapchat last Valentine’s Day. Read more…
Sportswear brand Puma opened its first North American flagship store in New York with interactive displays that activate augmented reality (AR) experiences. Read more…
Burger King Germany launched a geotargeted campaign that builds on the publicity for horror movie “It Chapter Two” while taking aim at rival McDonald’s. Read more…
Augmented and virtual reality (AR/VR) and subscription services currently generate more enthusiasm among U.S. shoppers than smart speakers. Read more…
Stock photo and audio company Shutterstock added an augmented reality (AR) feature to its iOS app to let customers view computer-generated images from its library against the wall of a room. Read more…
Burger King is offering mobile users in Brazil a free Whopper for virtually setting fire to the ads of its rivals. Read more…
Burger King has grown more popular in Brazil, the South American country known for steak houses and premium beef. The burger chain is opening a new location in Brazil every three to four days, making BK Brasil the world’s fastest-growing restaurant operator by revenue. BK Brasil has grown to 736 sites since 2011, challenging McDonald’s dominance with 939 restaurants since opening the first one in 1979, Bloomberg News reported.
Angry Orchard, the brand of hard cider marketed by Samuel Adams brewer Boston Beer Co., this week debuted its Cider+Food app for Apple smartphones and tablets. Read more…
The cider market grew 8.4% in 2018, exceeding the growth of spirits (+3.6%) and wine (+2.1%), according to Nielsen data shared at the CiderCon 2019 convention last month. The U.S. cider market last year reached more than $500 million in retail sales, or 10x the level of a decade ago, as the number of cideries grew to more than 900. Such a crowded market means that brands like Angry Orchard need to take extra steps to get noticed.
Lego debuted its first line of building blocks that work with a mobile app to show augmented reality (AR) imagery. Read more…
Sony Pictures last month demonstrated the marketing potential for AR games by collaborating with 7-Eleven Canada on a promotion to urge “Ghostbusters World” players to visit its stores.
Worldwide spending on augmented reality and virtual reality (AR/VR) is forecast to grow 68.8 percent from this year to about $20.4 billion in 2019, according to International Data Corporation.
The most popular commercial uses for AR/VR technology next year will be training ($1.8 billion), online retail showcasing ($558 million) and industrial maintenance ($413 million).
The industries that will spend the most on AR/VR next year are personal and consumer services ($1.6 billion), retail ($1.56 billion) and discrete manufacturing ($1.54 billion), IDC estimated.
The most popular uses of AR/VR technology next year will be virtual reality games ($4.0 billion), video/feature viewing ($2.0 billion), and augmented reality games ($616 million), IDC said.
The researcher estimated that worldwide spending on AR/VR products and services will see a five-year compound annual growth rate (CAGR) of 69.6 percent from 2017 to 2022.
The commercial sectors will lead growth in worldwide spending on AR/VR solutions with a combined share of overall spending rising from 64.5% in 2019 to more than 80 percent in 2022.
Ten industries are forecast to have AR/VR spending CAGRs of more than 100 percent on from 2017 to 2022, including state and local government (123.7 percent CAGR), resource industries (120.9 percent), and wholesale (120.9 percent).
Consumer spending on AR/VR will continue to be greater than any single industry ($7.2 billion in 2019) but will grow at a much slower pace (36.6% CAGR).
With a five-year CAGR of 119.2 percent, industrial maintenance spending will nearly overtake augmented reality gaming in 2022. Several other commercial use cases (lab and field, retail showcasing, anatomy diagnostics, and internal videography) are forecast to see CAGRs greater than 100% over the forecast period.
Type of Spending
Hardware will account for more than half of all AR/VR spending, followed by software and services, from 2017 to 2022. The largest category of hardware spending will be host devices, but AR viewers will make notable gains with a five-year CAGR of 128.3 percent.
AR software spending will make similar gains with a five-year CAGR of 121.8 percent, overtaking VR software by 2021.
Services spending will be bolstered by strong CAGRs for AR custom application development (133.0 percent), AR systems integration (130.4 percent), and AR consulting services (121.9 percent). The strong growth in AR hardware, software and services spending will push overall AR spending well ahead of VR spending by the end of the forecast.
The United States will deliver the largest AR/VR spending total in 2019 ($6.6 billion), followed by China ($6.0 billion). Japan ($1.76 billion) and Western Europe ($1.74 billion) will be the next two largest regions in 2019, but Western Europe will move into the third position in 2020.
The countries that will see the fastest growth in AR/VR spending from 2017 to 2022 are Canada (83.7 percent CAGR), the United States (77.1 percent) and China (76.2 percent). By the end of the forecast period, Canada is expected to become the fourth largest region for overall AR/VR spending.
Compound annual growth rate (CAGR) is a metric to smooth out the annual rate of change over a specified number of years as if the growth had happened steadily each year during that period.