Informe 2018 de situación del sector Realidad Extendida por Oarsis
post-template-default,single,single-post,postid-3439,single-format-standard,et_monarch,ajax_fade,page_not_loaded,,qode-title-hidden,qode_grid_1300,footer_responsive_adv,qode-content-sidebar-responsive,qode-child-theme-ver-1.0.0,qode-theme-ver-14.3,qode-theme-bridge,wpb-js-composer js-comp-ver-5.4.7,vc_responsive

Report on the state of

Extended Reality

in Spain (2018)

We analyze the XR report, presented by Oarsis in Espacio Telefónica

A few days ago the guys from Oarsis and TheAppDate, fulfilling what is already an expected tradition, cited the professionals of the extended reality to make public the latest update of the situation report of the XR sector. As in previous citations, the data provided has served to better understand where we are and clarify the direction and forecasts of this market, which grows every year. Perhaps not to the unbridled rhythm that the most enthusiastic ventured, but to a march adequate enough to be able to say that we have already entered a phase of technological maturity and business, which indicates that we are on the right track.
Below we share with you a short summary, explaining point by point the infographics extracted from the XR report, which you can download from the  Espacio Telefónica page:
(1) The number of companies dedicated to the XR in Spain is growing. Specifically, it has increased by 86.6% in the last two years, from the approximately 150 companies registered in 2016 to the more than 280 that currently develop immersive experiences.
(2) The extended reality is imposed as a business model: More than half of the companies develop projects in all the immersive branches: virtual reality, augmented and mixed.
(3) The B2B is the main business model for companies, although the development of software for licensing is growing very strongly, reaching a quarter of the total volume.
(4) The number of workers on payroll in companies grows, but these are still mostly microenterprises with five or fewer employees in their workforce.
(5) The desire of companies to expand the workforce, between one and 5 people, is similar to the 2016 data
(6) The technical profiles are still the most demanded: programmers, modelers and developers head the list of professionals most required by companies, although the level of professionalization of the market is making other complementary profiles are also necessary, focused primarily on marketing, marketing or digital communication.
(7) The projects developed in the sector of the reality extended by the companies to the year are few, but of great entity and economic volume.
(8) The geographical proximity facilitates the creation of businesses with national companies, although almost half of the companies have clients also in the international field, which shows the interest of other countries or the work of our companies.
(9) Regarding the sectors in which companies focus, as in 2016, entertainment and marketing are still in the lead, although closely followed by other sectors that have experienced a strong push in these two years, mainly education, tourism and applications for industrial and architectural use, which clearly indicates the multisectoriality of this technology.
(10) Private and public financing remains the pending issue in the sector. Only 30% of the companies have received some type of economic injection of more than 100,000 euros, in many cases from official credits.
(11) When we talk about final product customers, the national percentage increases 20 points with respect to service companies, which indicates that in this case geographical location is an important factor.
(12) One of the most interesting points of the report is the analysis of strengths and weaknesses, which clearly shows the characteristics of the XR sector at the present time.
(13) In relation to the devices of the developed experiences, we see that the computer is the one with the highest turnover volume. This is because to fully enjoy an XR experience, especially when we talk about virtual reality, we need a processor and a graphics card powerful enough to make that experience fully immersive, and today we only achieve it with a PC
In second place are the experiences of augmented reality with the mobile. With Pokemon Go we discovered that the marriage between Smartphone and AR was going to be durable thanks to the ease of use and mobility.
In the third place, the VR continues to be maintained by mobile phone, although everything indicates that it will progressively lose weight due to the technical limitations it has and the great competition that independent devices, such as the Oculus Go have begun to present this year.
(14) (15) The most important point for every company is billing. This aspect, as we have already seen in the number of employees, returns to place the companies of the XR sector undoubtedly in the spectrum of SMEs, since more than 80% of these have an annual turnover of less than 500,000 euros. The good news is that the billing figures grow with respect to the 2015 data.
(16) Regarding the future, most of the companies dedicated to the sale of products or services to other companies (B2B), sees in the mixed reality a great commercial potential in the next 3 years. A disruptive and emerging technology that will undoubtedly give much to talk about in the coming years thanks to its practical applications in countless sectors.
On the contrary, the companies dedicated to the final consumer (B2C) believe that virtual reality will continue to be the maximum pull in their business, mostly destined for entertainment, gaming and training.
(17) As a final reflection when addressing the eternal handicap of the massive adoption of reality extended among the general public, companies reflect on the needs of the sector to pivot from the B2B sector to B2C.

Share This