Smartwatch vendors shipped 3.5 million units in the second quarter of 2016 (2Q16), which was down substantially from the 5.1 million shipped a year ago. Apple held the top rank by shipping 1.6 million watches. However, it was the only vendor among the top five to experience an annual decline in shipments.
Source: Digital Lifescapes
While Magic Leap’s $794 million round took the headlines, that mammoth investment was only 40% of the total invested in the 12 months to June 2016. The remaining 60% went into Augmented and Virtual Reality video, hardware, solutions and services, games, apps, advertising/marketing, tech, distribution and peripherals.
More than $1 trillion in IT spending will be directly or indirectly affected by the shift to cloud during the next five years, according to Gartner. This will make cloud computing one of the most disruptive forces of IT spending since the early days of the digital age.
The analytics and insights (A&I) services market continues to grow by double digits year-to-year and expanded 13.5% on average in 1Q16 for the 21 vendors covered in the latest global market study by TBR.
Virtual Reality will be big, Augmented Reality will be bigger (and take longer). But as in most early stage tech markets, growth will be curved, not straight. There will be a few billion dollars revenue this year, a progressive ramp in 2017, and a hoped for inflection point in 2018.
The Digital Media Readiness Framework has identified 23 main indicators that can measure the level of adoption and usage in the media industries of digital content, products and services. But not all indicators carry the same importance, impact and weight in determining the health of media, entertainment and information industries.
Source: World Economic Forum
Games M&A reached a record $18.6 billion in the first half of the year, in a clear sign of late stage market consolidation. After last year’s games market saw deals drop by 81%, the first half of 2016 is up by nearly 1,000% when compared to the rate of deals in 2015.