Mobile AR’s high usage frequency covered last week could be due to the types of apps being used. Indeed, we see sticky and repeat-use apps (like social) score high in our survey data. But what types of apps are users most interested in seeing next?
Snapchat just took a step forward in its AR standing. Its new Snappables let users play selfie-based AR games, either solo or with a friend. This brings it into multi-player, synchronous AR, which is a step towards “True AR.” Augmentation now happens live, instead of with recorded and shared media.
It’s often forgotten that 92% of the $3.7 trillion in U.S. retail spending happens
offline. But $2.2 trillion of that is influenced online -- a.k.a "online-to-offline" (O2O) commerce. And that's the place where AR could take the biggest bite.
AR fuses digital and physical worlds. But that goes in one direction — rendering digital content on the physical. IOT does the opposite — bringing the physical into the digital realms. The real magic is when you combine the two in a virtuous cycle.
AR’s geographically-defined relevance could raise the same challenges that face other location-targeted content. Just like mobile ads, devices can’t always report their location due to app-level permissions. Imprecise targeting results -- a problem for ads and a potentially bigger problem for AR.
With emerging tech like XR, history has taught us that it's all about finding openings for business opportunity and gaps in the value chain. And that process is all about having a knowledge position. Against that backdrop, we offer
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