LasMeta | VR Poker Gaming Metaverse
Website
  • 🦌Introduction
    • 👫Core Team
    • Blockchain Mechanics
    • Core Game Mechanics
  • What is LasMeta?
    • Intended Audiences
    • Open Metaverse
      • Blockchain
      • Multiplayer Online Game
      • Unity Game Engine
    • Logic of Metaverse
      • Mini DAO - DAO - GUILD
      • LasMeta Poker Chips
      • Reputation Points (REPP)
  • Chemistry of LasMeta
    • LasMeta Token
    • Use Cases of Assets
      • LasMeta Token Use Case
        • Staking
        • Passive Income
        • Real World Use Cases (RWA)
      • NFT Collection Use Case
        • YIELD
        • Real World Use
    • Sale Phases of Assets
      • Token Seed Sales
      • Token Private Sales
      • KOL Sales
      • Community Sales
      • Token Public Sales
      • NFT Sales
        • LASMETA Alpha
        • Deer Club Genesis NFT
        • Gambdeers Club
        • LasMeta Game Items
        • LasMeta Virtual Lands
    • Problem Solved
    • Unique Sell Point (USP)
    • Revenue Streams
  • Gameplay Pillars
    • Economic
    • Chip Structure
    • Gameplay
    • Spaces
      • Las-Verse
      • Deer House
      • Legends Zone
    • Main Logic
      • Play and Earn
      • Watch and Earn
      • Listen and Earn
      • Own and Earn
  • Economic
    • Performance Metric and Earning
    • In-game Currency
    • Governance
    • Distribution
    • Asset Destruction and Deflationary Mechanics
    • Financial System
    • Token Burn
    • Tokenomics and Value Matrix
  • Market Research
    • Web 3.0 Market
    • Gaming Market
    • Poker Gambling Market
    • Play to Earn Market
    • Listen to Earn Market
    • Watch to Earn Market
    • Metaverse Market
    • VR / AR Market
    • DeFi Market
    • Genre Competitive Analysis
      • Highest Profile Competitor and Competitive Advantages
  • Tools
    • Unity Engine
    • Avatar Infrastructure
    • LayerZero and Chainlink Integration
    • KYC & KYT Tools
    • Decentralized Finance
      • DeFi Wallet Integrations
      • Fiat On/Off Ramp
      • Any to Any Swap
      • Staking Pool
    • Auctions
  • Post-Live Growth
    • Long Term Vision
      • Transtion from VR
      • Next Generation Launchpad
      • Pro Venue Virtual Real Estate Program
      • LasMeta Citizenship
    • Mission
  • Conclusion
  • Disclaimer
  • Community
  • Info
    • 📋Roadmap
    • 🔓Unlock Schedule
    • 🔹Due Diligence
    • 🔰Legal Opinion
    • 🔰KYC
    • ✨Brand Assets
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  1. Market Research

VR / AR Market

Virtual reality (VR) and augmented reality (AR) are two technologies that are rapidly gaining popularity in various industries such as gaming, education, healthcare, and tourism. VR and AR are expected to revolutionize the way we interact with digital content and the way we live, work and play. The VR/AR market is a rapidly growing market, with a compound annual growth rate (CAGR) of over 62% between 2018 and 2026, according to a report by MarketsandMarkets. The market size is expected to reach $209.2 billion by 2026 from $9.09 billion in 2018. The market is driven by factors such as the increasing adoption of VR and AR technology, the growing popularity of online gaming, and the increasing use of VR and AR in education and training. The VR market is expected to dominate the VR/AR market during the forecast period, due to its increasing adoption in gaming, entertainment, and education. On the other hand, the AR market is expected to grow at the highest CAGR during the forecast period, due to its increasing adoption in healthcare, retail, and manufacturing. The VR/AR market is segmented into hardware, software, and services. Hardware segment is expected to hold the largest share of the market, while the services segment is expected to grow at the highest CAGR during the forecast period. The VR/AR technology is expected to have a significant impact on various industries such as gaming, healthcare, education, and tourism. In gaming, VR and AR technology are expected to create new opportunities for players to interact with games in a more realistic and immersive way. In healthcare, VR and AR technology are expected to improve the training of medical professionals and to enhance the patient experience. In education, VR and AR technology are expected to create new opportunities for students to learn in a more interactive and engaging way. In tourism, VR and AR technology are expected to create new opportunities for people to explore and experience new places without having to leave their homes. However, the VR/AR market is not without its challenges. One of the biggest challenges is the high cost of VR and AR devices, which makes them inaccessible to many consumers. Additionally, there is a lack of standardization and interoperability between different VR and AR platforms, which makes it difficult for users to move between different virtual worlds. In conclusion, the VR/AR market is a rapidly growing market with a lot of potential. The market size is expected to reach $209.2 billion by 2026 and is expected to revolutionize the way we interact with digital content and the way we live, work and play. As the technology continues to evolve and costs decrease, it is likely that VR and AR will become more widely adopted in various industries.

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Last updated 1 year ago

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