We continue to look into some of the AR/VR trends in the ecosystem, focusing on the main differences between developers and non-developers active in this space. You can view our first part of this article here.
15% of people involved in AR & VR as non-developers have zero knowledge of how to code, whereas 17% are actively coding to get things done. There is a large range of skills, but the biggest group here are those that are actively trying to build on their coding skills, with 22% of AR/ VR non-developers doing so. This indicates that no-code tools, whilst useful for getting things done, don’t cover the needs of more than 1 in 5 AR & VR practitioners who are subsequently learning to code to overcome these limitations. Despite the large amount of effort – and marketing – that has gone into positioning no-code tools as a solution for non-coders to get into AR & VR without worrying about writing code, a sizeable proportion of those who do get involved subsequently decide they need coding skills to realise their vision after all. This represents an opportunity for platforms aspiring to appeal to non-coders to create more functionality in these tools in order to capitalise on this under-served audience.
AR & VR practitioners are primarily focused on creating entertainment and services products, but the primary focus is different for developers and non-developers. 77% of AR/VR developers are building products in the services category (such as business logistics products) whereas only 67% of non-developers are doing so.
The most popular category for AR and VR practitioners is games & toys, with 52% of developers and 44% of non-developers working on products in this category. The picture is somewhat different for other entertainment products (such as moves and animation), with 65% of non-developers working on apps in this category and only 47% of developers operating here. This indicates that developers are using their coding experience to experiment and create games in AR and VR, whilst non-developers are inspired by other use cases.
Industrial applications (such as manufacturing and construction) for AR/VR are much less popular for both groups, but a larger proportion of developers are creating products in this category than non-developers. As AR and VR mature and stabilise, commercial applications will become more viable and we will see further innovations in industrial areas from developers and non-developers alike, but the pull of building entertainment apps will still be strong.
Which AR/VR skills will you need to sharpen in 2021? Which tools do you think will be irrelevant as early next year? Our State of AR/VR survey is live. Spend 10 minutes sharing your experiences, we’ll donate $0.10 to Techfugees to for every completed response.