The report suggests that the major VR and AR areas that will be generating
revenue fall into one of three categories: Content (
gaming, film and TV, health care, education, and social); hardware and distribution (headsets, input devices like handheld controllers, graphics cards, video
capture technologies, and online marketplaces); and software platforms and delivery services (content creation tools,
capture, production, and delivery software, video game engines, analytics, file hosting and compression tools, and B2B and enterprise uses).