The usage of
computers mobile devices
(handhelds, cellular phones, etc.) that have integrated cameras has increased exponentially. Also, broadband connectivity has made it easier to share visual experiences personal content over social media. With the rapid growth of social media, the user-generated content has increased over the internet. Internet has also fuelled the growth of virtual worlds such as Habbo and Second Life. Their increased user base has demonstrated the possibility of integration of real world and these sites.
Trends such as social networking, user-generated content, broadband connectivity, mobile computing, and visual immersive worlds are key factors driving the growth of this market. The market is witnessing a convergence of visual and connected computing. The traditional division between real and virtual worlds has been blurred. This convergence is the basis for ICE, an emerging usage model that offers great opportunities for expanding ways we interact and experience the world and each other.
This report identifies the
global ICE market
size in for the year 2014-2016, and forecast of the same for year 2021. It also highlights the potential growth opportunities in the coming years, while also reviewing the market drivers, restraints, growth indicators, challenges, market dynamics, competitive landscape and other key aspects with respect to global Immersive Connected Experience (ICE) Computing market.
Geographically, North America is a key market for Immersive Connected Experience (ICE) Computings. Rising population and growing awareness in developing countries of Asia Pacific is estimated to drive the growth in this region. Asia-Pacific is estimated to witness the highest growth during the forecast period and North America is estimated to hold the highest share in Immersive Connected Experience (ICE) Computing market.
This report segments global Immersive Connected Experience (ICE) Computing market on the mode of type, and regional market as follows:
- Immersive Connected Experience (ICE) Computing Market, By Type: Simulating Environments and Augmented Reality
- This report has been further segmented into major regions, which includes detailed analysis of each region such as: North America, Europe, Asia-Pacific (APAC) and Rest of the World (RoW) covering all the major country level markets in each of the region.
This report identifies all the major companies operating in the global Immersive Connected Experience (ICE) Computing market. Some of the major companies’ profiles in detail are as follows: