![]() By accessing this site and any pages thereof, you agree to be bound by our Terms of Use. Check the background of this firm on FINRA’s BrokerCheck.Į is a website operated by EquityZen Inc. EquityZen Securities is a broker/dealer registered with the Securities Exchange Commission and is a FINRA/ SIPC member firm.Įquity securities are offered through EquityZen Securities. See our Risk Factors for a more detailed explanation of the risks involved by investing through EquityZen’s platform.ĮquityZen Securities LLC (“EquityZen Securities”) is a subsidiary of EquityZen Inc. Investors must be able to afford the loss of their entire investment. Investing in private companies may be considered highly speculative and involves a high degree of risk, including the risk of substantial loss of investment. On the other hand, Apple's five-year start in AR, and its past history of defining new markets for the masses, maybe the bigger story.Īpple's entry into delivering a new virtual world experience will go a long way in pushing this concept forward, and will provide a critical step in making virtual world technology more understandable and accessible to a broader audience.Investment opportunities posted on this website are "private placements" of securities that are not publicly traded, are subject to holding period requirements, and are intended for investors who do not need a liquid investment. Whatever Apple delivers in the form of a headset and its success is still too early to speculate on since the product has not been released. More importantly, Apple may finally be the one who, at the very least, makes the value proposition of working, learning, playing, and socializing in a virtual world understandable for the mass market. ![]() Cook's original vision.Īpple's five-year head start on AR app creation will play a significant role in their ability to introduce their "virtual world" solution to billions of people worldwide. ![]() The answer to this question will come soon after Apple introduces whatever hardware vehicle they create to deliver what I suspect will be more AR than MR to stay closer to Mr. Yet, the blending of VR and AR into MR or XR is still a real mystery to most people in the sense of how it works and its actual value. In Apple's case, there are over 10,000 AR apps in the Apple store, and millions of iPhone and iPad users can easily see how AR works and thus are more familiar with AR than VR. 40% of consumers would want to pay for a mixed-reality headset in installment plans to keep costs down.įrom this research and others that have looked at consumer interest in virtual technology, it is clear that there still needs to be more clarity about the real value and purpose of MR/AR for most consumers worldwide.Īlthough Mark Zuckerberg's Metaverse vision received broad worldwide coverage, unless you had used an existing VR headset, a person's real-world understanding of the metaverse was limited. 51% would be interested or interested depending on cost, with 12% claiming no interest due to cost.Half of consumers are interested in a mixed-reality headset that comes bundled with dedicated 5G connectivity. More than half (52%) of consumers felt an association with Apple on AR, and MR would make them more interested in it, with 38% saying they would be likely to buy an Apple offering. 60% of consumers would prefer to use a mixed-reality approach vs.While half (49%) are interested in AR for gaming, a third want to use it for workouts, shopping (28%), education (21%), managing social life / real-time messaging (22%), and real-time GPS (23%).Ĭonsumers are interested in AR / MR and virtual reality (VR) / the metaverse but are leaning toward one in particular.Gaming tops experiences consumers want, but they have other immersive areas, too. However, most (67%) of consumers have limited understanding (36% are aware of it as social media filters only) or not at all (31%). A third (33%) are aware that AR can be used to gain digital insights while shopping, traveling, and more.However, most consumers need a better understanding of what AR and MR actually are Half (49%) have not used AR at all in the past three months. Social media leads AR experiences (38%), followed by shopping online (22%), gaming (17%), work (8%), and school (3%).
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