Professional Documents
Culture Documents
| Contents
Executive summary ...................................................................................................................................................... 3
Players .......................................................................................................................................................................... 4
Trends .......................................................................................................................................................................... 6
Technology trends ............................................................................................................................................................ 6
Macroeconomic trends .................................................................................................................................................... 9
Regulatory trends .......................................................................................................................................................... 11
Consumer trends ............................................................................................................................................................ 12
Companies ...................................................................................................................................................................37
Public companies ........................................................................................................................................................... 37
Glossary .......................................................................................................................................................................40
Further reading............................................................................................................................................................41
References ...................................................................................................................................................................42
| Contact Us ................................................................................................................................................................48
Executive summary
What are VR and AR? Inside
AR and VR technologies have the ability to transform numerous industries, Players
including FMCG, retail, and foodservice, by creating new ways of marketing, Trends
offering entertainment, and staff training, and by enhancing product
packaging to improve consumer experience. Augmented reality (AR) and Industry analysis
virtual reality (VR) are forms of alternative reality. AR refers to a technology Value chain
that overlays digital data on to the real world, whereas VR means the user is Companies
completely immersed in an entirely artificial world. Glossary
Further reading
How can FMCG companies, retailers, and foodservice industry
References
benefit from VR and AR?
FMCG companies, retailers, and foodservice outlets have mostly been using AR Thematic methodology
and VR technology for marketing reasons. However, they also allow consumers to
try out products virtually before purchasing them, be it wall paint, make-up,
________________________________
glasses, or clothes. Other uses of AR and VR in these industries include
gamification, product demonstration, virtual tours, staff training, and enhanced
packaging.
During the coronavirus lockdown, some restaurants have used AR applications to Related reports
help consumers feel like they are enjoying a meal in the establishment, even Thematic Research: Virtual &
though they are eating in their homes in reality. Augmented Reality in Retail and
FMCG
The leading technology players
The following companies will benefit from wide AR/VR adoption: Thematic Research: Virtual Reality
(2019)
Platforms: Thematic Research: Augmented
Google, Magic Leap, Microsoft, Facebook, Sony, and Valve have first-mover Reality (2019)
advantage in VR/AR ecosystems.
Components:
Key suppliers include Himax (display drivers), Largan (miniaturized Report type
lenses), Goertek (sensors), and AAC Tech (miniature audio)
Single theme
Semiconductors:
Multi-theme
Leaders in high-end chips capable of immersive experiences include Nvidia,
Sector Scorecard
Intel, Qualcomm, and AMD.
The leading FMCG players:
If VR/AR becomes mainstream, the following companies should benefit:
L’Oréal, Ajinomoto, Anheuser-Busch InBev, Estee Lauder, Kellogg.
The leading retail players:
If AR/VR becomes mainstream, the following companies will benefit:
IKEA, Amazon, Wayfair, Lowe’s, JD.com, Target, EBay, Best Buy
The leading foodservice & packaging players:
If AR/VR becomes mainstream, the following companies will benefit:
McDonald’s, Starbucks, Sodexo, Stora Enso, Ball.
Players
VR technology immerses the user in an entirely artificial world and can be used for personal or professional use.
Special equipment is required, such as headsets and gloves, fitted with sensors to stimulate the user’s physical
presence in a 3D environment.
Technology companies are regularly working on expanding the VR ecosystem and on positioning it as the next major
computing platform, after smartphones. Market leaders and challengers in each segment of the VR value chain are
listed below:
Who are the leading players in the VR theme, and where do they sit in the value chain?
Source: GlobalData
AR is still developing but is beginning to move into the mainstream. The big tech companies are trying to develop
sustainable AR ecosystems to gain an early foothold in the potentially lucrative market, while specialist firms are
focusing on areas like content development. The market leaders and challengers in each segment of the AR value chain
are listed below:
Who are the leading players in the AR theme, and where do they sit in the value chain?
Source: GlobalData
Trends
The main trends shaping VR and AR over the next 12 to 24 months are shown below. We classify these trends into four
categories: technology trends, macroeconomic trends, regulatory trends, and consumer trends.
Technology trends
The table below highlights the key technology trends impacting VR and AR.
Eye tracking and facial recognition, which are fast becoming standard functions across all
AR hardware platforms, typically use ML systems to continually improve UX. As mobile
AR develops, there will be a greater demand for ML systems to be smaller, faster, and
more accurate, often being embedded into the device itself, rather than running on the
cloud.
For example, AR cloud technology can create an indoor navigation system for a retail
outlet, allowing a customer to be guided along a virtual path to all the vegan products on
a supermarket’s shelves, providing the customer nutritional data about each product and
saving the customer time by not having to scan the majority of products to find what she
wants.
This makes it attractive to social media platforms where real-world items can be tagged
once and shared many times. Brands will be able to use AR cloud to engage customers
with more immersive, interactive experiences. Retailers will be able to make it easier for
shoppers to find products.
Real-time tagging of virtual content to physical locations will propel AR beyond the
boundaries of devices, and make the AR experience more natural and intuitive. Google,
Apple, Microsoft, Facebook, Amazon, Magic Leap, Samsung, and Niantic are all heavy
investors in AR cloud. Following the release of Android 10 in September 2019, Google
introduced an update to ARCore that allows users to generate, share, and save persistent
AR content in public places for multi-user experiences.
AR cloud is a nascent technology and requires precise localization data and a low latency
internet connection. Access to 5G technology will, therefore, drive growth in AR cloud.
Integration of cloud and Cloud technologies promise scalability to VR vendors. As VR-generated data increases in
VR volume, cloud services will store apps, data, and memory in virtual servers and stream
them on-demand. This should enable VR designers to drive innovation and service
updates in an uninterrupted continuous cycle. Low latency, frictionless cloud-native apps
will improve customer satisfaction with fresh VR updates. Today’s cloud market leaders –
Amazon, Microsoft, Google, and IBM – are expected to benefit from the integration of
cloud and VR in the coming years as VR companies will increasingly subscribe to their
cloud services. In China, Alibaba, Huawei, Tencent, and Baidu will also grow as a result of
the association between cloud and VR.
Most AR systems currently lack depth-sensing capabilities that would allow the devices’
cameras to accurately locate the position of a real object in 3D space and ensure that
virtual objects were placed in plain sight. However, several initiatives are underway to
tackle the occlusion issue. Apple, for instance, introduced People Occlusion in ARKit 3,
which allows virtual objects to appear in front of or behind people. Niantic has acquired
Matrix Mill, which has developed software that allows smartphones, even those with
only one camera lens, to more accurately measure depth. Overcoming occlusions will
become increasingly important as AR companies look to provide more realistic,
immersive experiences.
AR payments AR is entering the fintech sector by enabling frictionless payments. Start-up Curve is
working on an AR-based payment system that identifies the point-of-sale (POS) terminal
using a smartphone camera and allows users to pay for items using a virtually imposed
credit card. PayPal is working on smart glass-based AR payments, while Ant Financial’s
Alipay mobile payments app already has AR functionality.
VR app development VR apps are proving increasingly popular. In 2019, VRChat – with four million registered
accounts – boasted more than 10,000 daily peak concurrent users, while at the time of
writing Astro Bot Rescue Mission had over 58,000 watch hours on Steam. Beat Saber
became the first VR game to record sales of over a million copies, while Google Earth and
BigScreen VR became popular non-game VR apps. Facebook accounts for the most
premium apps on VR at the time of writing, while HTC is the only VR company with an
app store subscription service, introduced in early 2019. Google has not moved as quickly
and its Daydream VR is losing out to Oculus and HTC Vive on the app front. Facebook
offers more than 1,000 apps on Oculus Go, and HTC Viveport Infinity has more than 600
VR apps and games available on a subscription basis. In contrast, Google has
approximately 250 Daydream apps. Although VR apps are mostly gaming-oriented,
enterprise use cases for VR are creating new opportunities for VR app developers. App
development is taking place across communication, mobility solutions, employee
efficiency, and customer engagement. Due to the increase in interest, companies such as
Unity, Amazon, Qualcomm, and MindMaze are also offering application programming
interfaces (APIs) and SDKs for developers.
Macroeconomic trends
The table below highlights the key macroeconomic trends impacting VR and AR.
Regulatory trends
VR remains unregulated, but standard fair use policies, copyright acts, trademark acts, and anti-dilution acts are being
applied in the wake of disputes related to content ownership, IP theft, etc. Regulators are mostly concerned about the
protection of personal data and users’ privacy. Given the maturity level of VR, any vigorous attempt to regulate runs
the risk of stifling the evolution of the technology. As a result, most regulators are taking a wait-and-see approach.
The table below highlights the key regulatory trends impacting VR and AR.
Consumer trends
The table below highlights the key consumer trends impacting VR and AR.
Industry analysis
AR and VR technologies are evolving, with notable improvements in both the hardware and software, and this is
reflected in the growing number of use cases. There are, however, a few hurdles that impede both technologies to
evolve faster. In consumer goods industry, one can notice an ambivalence towards AR smart glasses, and a need for
improvements for designing quality AR-based mobile applications. Privacy and security issues also need to be taken
into consideration. In the VR space, problems such as latency, nausea, high prices, and underdeveloped ecosystems are
stopping the technology to be adopted more widely. In this section, the size and impact of the AR and VR themes are
showcased, along with GlobalData’s market prediction for the following ten years.
Worth around $8.2bn in 2019, the global VR market is expected to reach $28.4bn in 2030, according to GlobalData’s
forecasts.
Source: GlobalData
Global: Consumers who are always or often influenced by how digitally-advanced, or smart, the products
from the following sectors are when choosing them
AR and VR solutions can be incorporated at every step of the customer journey (during research process, in store, and
during product usage). Therefore, they can be applied online, when consumers browse and research products to
purchase. One way of integrating AR and VR in the online space is by offering virtual try-on solutions, so that
consumers can make better purchasing decisions. 360-degree visualization of the products could also help in that
respect. Another way brands can leverage AR and VR online is by designing immersive marketing campaigns via
promotional videos.
They can also be applied in store, via interactive packaging. AR-equipped products can add value to customers’
experience by providing supportive content when scanning the packaging with their mobile phones. Examples of
additional information includes nutrition facts, innovative ways to use the product, recipes and so on. Interactive
marketing campaigns could also prove valuable in stores.
AR and VR technology can also be used for brand engagement through contents. Gamification, contents for best selfie
taken with the product or most innovative product design could help brands reach a wider audience and a different
customer base.
In conclusion, FMCG companies are capitalizing on VR and AR technologies to offer innovative marketing solutions that
enrich customer experiences and drive sales. VR and AR help brands inform customers about important product
information (health guidelines, promotions, serving or usage suggestions, sourcing locations), or they can offer various
entertaining solutions via interactive packaging.
Retail
Retailers are investing in AR and VR to provide their customers with an enhanced experience when visiting their stores,
or when shopping online, by offering them the chance to try out products virtually. Consumers are used to the latest
technologies from eCommerce, media, or gaming, and they increasingly expect to see similar concepts in store. Fitting
rooms can be equipped with AR mirrors to boost the experience, while the functions of digital signage can be
extended.
Foodservice
Foodservice industry can leverage AR and VR by offering consumers a menu that comes to life when scanned by mobile
phones with AR-based apps installed. A 3D, true-to-scale, visual representation of their food will give visitors the ability
to be more discerning when it comes to choosing the desired food.
Another application for AR that can be applied to retail and FMCG sectors too is offering an AR-equipped app that can
offer product/menu information in the desired language when pointing the mobile camera at the
menu/packaging/item.
Restaurants can also keep customers entertained by offering AR-based games when visiting the restaurant and while
they wait at their tables.
Last but not least, restaurants can invest in AR/VR-based marketing campaign, which has enormous potential to attract
a new customer base.
Finally, all companies can leverage VR and AR tools to increase staff safety and add value and make training new
employees easier and more interactive. VR and AR can help decrease human error during the manufacturing process,
as staff can be equipped with AR glasses that offer them detailed instructions at every step of the product making. It
can also help brands decrease manufacturing costs by offering virtual training to their staff, and thus there is no need
for product wastage, or for renting a space for offering lessons. It can ultimately decrease carbon emissions; as new
employees do not have to travel to training centers.
Global: In your opinion, which of the following aspects of a product makes a product smart? Uses VR or AR
Furthermore, according to GlobalData’s 2018 Q4 global consumer survey, over half of global millennial respondents
said that they were often or always influenced by how digitally-advanced/”smart” the product or service was when
choosing it, followed by 46% of Gen Z respondents, representing the highest percentages of all consumer groups.
Global: Consumers who are often or always influenced by how digitally-advanced/”smart” the product or
service is when choosing it
Nevertheless, older generations should not be disregarded either, especially during the COVID-19 pandemic and in the
“new normal” world, when the need for technological solutions is paramount. Brands should invest in AR/VR tools to
reach old age groups who might be vulnerable and might be confined or isolated in their own homes, to avoid catching
the virus.
With the coronavirus pandemic forcing many people to stay at home, AR technology can boost their surroundings and
transform them into try-on space, fitting rooms, a virtual restaurant interior, or a learning space. According to
GlobalData’s COVID-19 Recovery Tracker Survey 2020 – Week 4, almost half (47%) of global respondents said that they
will buy more products online rather than visiting a store in the “new normal” world after the coronavirus pandemic
period.
Furthermore, half of global respondents said that they will continue to dine at home instead of restaurants. These two
results can present opportunities for FMCG companies and foodservice outlets to invest in AR tools to help consumers
make better online purchasing decisions, and to offer AR and VR tools that can provide users with the impression that
they are dining in the restaurant, without them actually visiting the physical establishment.
Retail industry and high street shops have been hit hard by the pandemic, as they were forced to close to contain the
virus. The same was the case for many restaurants, cafes, and pubs. Food and drinks companies, along with hygiene
firms have not suffered as much, as people concentrated on buying essentials and cleaning products and toiletries that
can offer them a sense of security. However, other FMCG sectors such as beauty and grooming, suffered major losses,
as people did not pay as much attention to their appearance, as they did not leave the house as much as before.
Therefore, companies had to find quick ways to keep their audiences loyal and informed during these uncertain times.
One example of FMCG company that has accelerated the investment in VR or AR technology is Nestlé. The company
has decided to expand the use of AR technology to offer remote support to production and R&D sites amid coronavirus
travel restrictions. The manufacturing global head at Nestlé, noted: “Protecting our people is a top priority for Nestlé,
something that has been clearly demonstrated time and time again during the COVID-19 crisis. The remote support
approach isn’t just a response to COVID-19 though. Going forward, remote assistance will become a new way of
working. It will increase speed and efficiency in facilities and reduce travel to Nestlé sites, helping us reduce CO2
emissions across our operations.”
COVID-19 is also accelerating the adoption of Augmented Reality by global beauty companies, as they are harnessing
the technology to boost consumer engagement and loyalty. AR offers consumers the chance to try out beauty products
virtually, without the need to visit a store. AR can also potentially help consumers save money, as it can eliminate the
trial and error aspect of buying products online blindly without trying them out first.
One example of beauty company to jump the AR wagon during the pandemic to save profits and keep ahead of the
competition is MAC Cosmetics. MAC expanded its AR try-on for e-commerce. The beauty firm has been working with
YouCam to roll out AR smart mirrors in its stores since the end of 2017, and in August 2019, it introduced an AR try-on
tool via a website tab. However, since March 2020, it has rolled-out the online AR tool in multiple regions such as UK,
Brazil, UAE, Saudi Arabia, France, Mexico, Germany, Italy, and Australia.
Furthermore, the Chinese beauty company Meitu, launched a free AR tool developed to help beauty companies boost
make-up sales during the pandemic. Meitu mentioned that the tool is supported by social media platforms such as
YouTube and Instagram, which can attract consumers who are spending more time browsing social media during the
coronavirus crisis.
Trying out high-risk products such as sunglasses during this period can prove challenging and anxiety-inducing.
Therefore, sports and urban equipment manufacturer Bollé introduced an AR Sunglass experience, which offers
shoppers the chance to try-out Bollé’s flagship Phantom lens technology without ever having to physically touch the
glasses. The company collaborated with privately-held company QReal (formerly kabaq.io) offering AR solutions to a
variety of industries, and tech consultancy M7 Innovations, to design the AR solution, a first-of-its kind in the sunglass
industry. Within Instagram, the demonstration invites users to try out Bolle’s Phantom lens through one of the brand’s
iconic models, i.e. the Chronoshield. After virtually checking out how they would look wearing the sunglasses, users
can simply flip their cameras from selfie-view to front-facing and the lenses are superimposed on their actual
surroundings. Then, consumers can try out various shade effects such as anti-fog, light-adaptive, or high-contrast, into
their real surroundings.
Consumers can flip their camera around to try out the protective glasses
The hospitality sector has been forced to adopt digital solutions at an unprecedented step due to the COVID-19 crisis.
Restaurants have started using various tech tools such as mobile applications, online delivery, or have relied on social
media platforms such as Instagram to receive additional support via gift card or sticker ordering features to pay their
struggling staff.
Foodservice can also capitalize on AR technology during these uncertain times to create for example alternative, more
sustainable menus that replace the paper, disposable ones. By offering AR-powered menus, consumers do not have to
worry about touching physical menus, and therefore the risk of virus spreading is smaller. They can also offer better
visual representation of the food for people who would prefer to order online during these unprecedented times.
Indeed, according to GlobalData’s COVID-19 Recovery Tracker Survey 2020 – Week 7, over a third of global consumers
agreed that they will order meal deliveries from restaurants more often than before the COVID-19 pandemic,
emphasizing the need for more accurate representation of the dishes.
Almost half of global millennial respondents agreed* that they will order meal deliveries (from
restaurants) more often than before the COVID-19 pandemic
Source: GlobalData’s COVID-19 Recovery Tracker Survey 2020 – Week 7 (fieldwork period: 2-6 Sept 2020); *somewhat/strongly agreed
One example of company trying to solve this issue is QReal. The start-up company that worked with Subway and
Domino’s among others, offers 3D and AR technologies to present better the food consumers would like to order
online. By offering 3D online visual stimulation, the company is trying to help out restaurants provide a more accurate
representation of their food, and consequently help their customers make better decisions, and subsequently increase
sales.
QReal worked with the University of New South Wales Business School, King’s Business School, Maastricht University
and the University of Sussex1 and found out that the “AR-enabled frontline improves decision comfort, motivates word
of mouth, and facilitates choice of higher value products”.
Magnolia Bakery customers can preview their cake order online via AR, true-to-size 3D visuals
Retailers can use AR to offer virtual try-ons. Also, companies from all industries can use AR to train employees from a
distance, with as little physical contact as possible. They can also use AR visuals to offer customer service and explain
better the product instructions, without the need for customers to bring the products back to the physical stores or the
repair shop.
Moreover, AR can enhance marketing campaigns during this period. One example of a company that capitalized on VR
capabilities to launch new products in a big style despite the pandemic is Asics2. The sports equipment company
partnered with Solarflare to create the VR content for the promotion of its Metaracer, Metasprint, and Metarise shoes.
Originally Asics planned to announce the new shoes at an ASICS Innovation Summit in Tokyo, but then because of the
COVID-19 pandemic, it decided to turn to VR to preview the products. The company had to ship Oculus Quest headsets
to journalists to watch the launch.
According to GlobalData’s COVID-19 Recovery Tracker Survey – Week 7, over 30% of global consumers are still always
or often influenced by how smart or digitally-advanced the product is when they choose to purchase it, highlighting
that the need for technological innovations from companies is desirable despite the pandemic.
Global: Consumers who are influenced* by how digitally-advanced/”smart” the product/service is during
the coronavirus crisis
Source: GlobalData’s COVID-19 Recovery Tracker Survey 2020 – Week 7 (fieldwork 2-6 September 2020); *always/often influences my product
choices
Almost half of global consumers agreed that they will shop for clothing & footwear products online more often than
before the pandemic. The percentage is highest for millennials (55%), Gen X (49%), and Gen Z (48%), highlighting the
need for clothing & footwear companies to invest in online solutions.
Over half of global millennial respondents agreed* that they will shop for clothing & footwear products
online more often than before the pandemic
Source: GlobalData’s COVID-19 Recovery Tracker Survey 2020 – Week 7 (fieldwork 2-6 September 2020); *somewhat/strongly agree
Furthermore, 23% of global consumers intend to spend significantly or slightly more time shopping online for clothes
and shoes in the foreseeable future. Thus, firms need to make sure they offer consumers tools to help them take
better decisions when shopping online. Developing strong AR-powered try-on solutions could prove fruitful during the
pandemic.
Global: How do you think the outbreak of coronavirus (COVID-19) will impact your routine
activities/lifestyles in the foreseeable future? Shopping for clothing & footwear online
Source: GlobalData’s COVID-19 Recovery Tracker Survey 2020 – Week 7 (fieldwork 2-6 September 2020)
Use cases
Consumer goods
Rekorderlig uses mixed-reality tech to stand out from the crowd3
Rekorderlig collaborated with the London-based media company Havas and its agency Cake to create a TV campaign
called “Rekorder-land” which used CGI films to showcase the brand’s drinks in a visual form. Then in the summer of
2019, the Molson Coors-owned beverages company continued the campaign by offering AR headsets that consumers
can try out for an immersive, multisensory experience at the Underbelly Festival in London. Users could virtually touch
the fruits the cider was made of, which reacted in various ways. The experience is further augmented by Snapchat
lenses that created animations and enables consumers to take a “fruit crown” selfie in celebration of Swedish
midsummer.
Also, in 2020, the beauty company launched AR lenses for Snap’s desktop application, offering US users the ability to
virtually test out hair colors and various other makeup. In the summer of 2020, the company also started collaborating
with Amazon5 to provide Canadian consumers with the chance to virtually test lipstick, eyeliner, and eye shadow just
by using their mobile phones’ cameras. The AI and AR-based service is powered by ModiFace. Consumers often choose
products and services that can help them save time and effort when shopping. According to GlobalData’s 2019 Q3
global consumer survey, 61% of global consumers are interested and are actively buying products that help them save
time and effort. Therefore, applying makeup and seeing the results virtually, without the need to go to a brick-and-
mortar shop can sound attractive.
These types of services are especially relevant during the COVID-19 pandemic, as it allows people to try out beauty and
grooming products from the comfort of their own home, without the need to visit a physical store.
L’Oréal’s virtual try-on tool lets customers try out makeup online.
Embrazen Chardonnay and 19 Crimes wine – Using AR Labeling to Build Interactive Brand Stories in the
Wine Market7
Embrazen is the new wine brand from Treasury Wine Estates in the UK that features products "inspired from the
success stories of 20th century women." Chardonnay Wine is one such product (other being Red Blend, a red wine
#1014385) in the range that is said to be inspired by Amy Johnson, an aviator from the UK. The 750ml bottle of this
13% ABV wine has a picture of Amy Johnson along with her quote. The picture on the bottle is an AR label that
consumers can scan from their smartphones to know information about the women through the company's Living
Wine Labels app. Positioned to "create excitement and engagement with 18-35-year-old consumers," the wine could
stand out on the shelves with its label design and could entice informed shoppers who tend to get inspired from the
stories of successful people and want their surroundings and even purchases to remind them of such stories. The
augmented reality-based picture of the women on the packaging could interest shoppers such as those 30% of
consumers in the UK who feel interactive packaging as an essential, exciting, and nice to have packaging feature
(GlobalData's 2017 Q1 global consumer survey). Offering a wine range that is also inspired from the success stories of
20th century women is different from standard products in the category in the UK.
19 Crimes, another brand from Treasury Wine Estates, offers a range of wine varieties with labels featuring each of the
19 crimes punishable by ‘transportation’ to the colony of Australia. Each label can be viewed with an augmented
reality (AR) app that animates the individual stories of the featured real convicts. There is a definite appeal associated
with character-driven labels and brand narratives. They can provide a product a degree of authenticity, even when the
story is not intrinsically connected to the product in a historic sense. AR allows for labels to become more than a
means of identification on the shelf.
A free iOS and Android app, called Living Wine Labels, allows the consumer to access an augmented reality (AR)
experience. By holding a device up to the label, the image animates and the pictured convict gets to tell their individual
story (from John O’Reilly on the Red Blend bottle, who found love in Australia, to thief Jane Castings on the white
variety).
Nestlé’s partnership with AutoLogic Systems for the design and testing of a smart distribution center
Nestlé partnered with AutoLogic Systems, to create a custom-designed distribution center which opened in May 2020.
The center features sorting systems and robotics and state-of-the-art automation. AutoLogic Systems have used Sim3D
software, designed by Rockwell Automation, to design and test the layout of the new center. The software is able to
create 3D digital twins of the automation solution. Thanks to AutoLogic’s models, Nestlé can run various operational
scenarios to view, test, and design the most efficient layout and processes, and the VR view enables the company to
experience the new operations in fine details.
Foodservice
AR and VR technologies can help the foodservice industries in various ways:
- It can make training new employees easier, more enjoyable, and possibly cheaper (by eliminating food waste
or other expenditure coming from human error)
- Assembly line workers equipped with AR headsets can have all necessary details required to fulfill their tasks
in a correct and timely manner in front of their eyes at all times. This can subsequently decrease food
products recalls and errors in food processing, and increase food safety.
- AR technology can help chefs prepare food more smoothly, especially dishes that require extra care (e.g.,
meals containing ingredients, such as various fish or mushrooms, that claim special attention when prepared
to be fit for consumption)
Packaging
VERYX Food Sorting (VR)10
The manufacturer and designer of food processing systems Key Technology partnered with advertising and marketing
agency Stein IAS to design a VR demo that allowed visitors to the 2015 Pack Expo food packaging trade show to
experience an immersive introduction of the company’s VERYX Food Sorting tool.
Zappar AR platform
Zappar is an AR platform and a creative studio. With Zappar, the user can turn anything into an interactive delivery
serving video, like animation, games, competition, additional information, data capture mechanics, social share and
many more. Focusing on AR tech Zappar has transformed packaging11, illuminated events, and elevated marketing
campaigns with innovative and engaging content. The company has partnered with Asda and other firms to create AR
experiences. In 2014, Zappar has signed a partnership with Asda for the Easter Adventure Hunt, an AR store event.
Retail
IKEA Place app – allows users to place true-to-scale 3D models of furniture in their homes
IKEA offers customers an AR-equipped mobile application, which lets them virtually place true-to-scale 3D models of
furniture in their own surroundings. According to the company, the app automatically scales products, based on room
dimensions, with 98% accuracy.
IKEA’s AR application
Nike launches new shoe with AR-powered coloring book via AKQA
In an advertising campaign in Japan in 2020, to promote the new Nike Air Max 2090 and create an immersive branded
13
experience, the company designed “Create with Air Max”, an AR-based coloring book . Nike collaborated with the
digital agency AKQA to create the interactive catalog. The Japanese customers who visit the Nike stores where the
1,000 copies of the coloring book have been distributed can use their mobile phones to scan the blank shoes, and they
will then see a floating AR model. As consumers color the shoe on the page, the 3D model changes to reflect the
customers’ creation. The final design can be shared on social media.
14
Also, back in May 2019, Nike introduced Nike Fit , a scanning solution using computer vision, data science, machine
learning, artificial intelligence, and recommendation algorithms to help consumer choose the right shoe size, shape
and style. Using consumer’s smartphone camera, Nike Fit scans consumers’ feet, collecting 13 data points mapping
their foot morphology in a matter of seconds. The technology can be used in a Nike store too, via a specially developed
Nike Fit mat.
May 2019 Ultrahaptics Leap Motion 30 Hand-tracking systems for VR/AR headsets
Aug 2018 Ulta Beauty Glamst - Glamst offers customized virtual makeover
solution for mobile, web, and in-store
combining AR, AI and MI technologies.
Mar 2018 L’Oreal ModiFace - Company that builds the technology behind
virtual cosmetic testing apps of Sephora and
Estee Lauder.
Source: GlobalData
Timeline
The major milestones in the journey of VR and AR are set out in the timeline below.
Value chain
The AR value chain is split into five segments: semiconductors, components, devices, platforms, and applications &
content.
Content delivery
Audio components
MEMS networks Video games
Application delivery
Memory chips Machine vision Films
networks
Source: GlobalData
In the following sections, we will look more closely at the semiconductors and devices segments of the AR value chain.
Semiconductors
Semiconductors are one of the key battlegrounds in AR today. Up until 2018, AR companies largely relied on powerful
smartphone and PC chips, but Qualcomm’s introduction of the XR1 AR and VR-specific chipset changed all that.
Although no new AR-specific silicon has arrived on the market following the launch of the XR1, chipmakers are striving
to improve their existing capabilities to suit the evolving requirements of AR, mostly around screen resolution, frame
rates, processing speed, and connectivity.
CPUs
Qualcomm is the leading player in the AR central processing unit (CPU) space, attributable in large part to its strong
position in the smartphone market. At Mobile World Congress 2019, Qualcomm announced the XR-optimized
certification program, which will enable smartphones running on the Snapdragon 855 processor to access 5G-powered
AR content. It has also introduced the Snapdragon 855 Plus, which is specifically designed to boost smartphone AR
gaming. Qualcomm’s powerful CPUs are being used in AR headsets and smart glasses from a number of vendors. For
example, Microsoft’s HoloLens 2 is powered by the Qualcomm Snapdragon 850 processor and Google Glass Enterprise
Edition 2 features the XR1 chip.
Apple is also in a strong position thanks to its A-series processors, made by TSMC. MediaTek, Huawei, AMD, Samsung,
Texas Instruments, and ARM (Softbank) are also working on AR-compatible chipsets. Most of their efforts are focused
around efficient battery and power management with longer standby times, improved frame rates, high projection
displays, high fidelity audio, and enhanced haptics.
GPUs
In the graphics processing unit (GPU) space, Nvidia is the leading player with AMD in second position. Other chip
makers looking to challenge in this market include Intel, which acquired Ineda Systems in 2019 and is banking on its
fabrication capabilities to undercut the fabless Nvidia and AMD on price. Qualcomm is integrating the Adreno 630
GPUs on its Snapdragon SoCs to strengthen its smartphone portfolio. Samsung, on the other hand, licensed AMD’s
Radeon GPU architecture to support its Exynos SoCs, which will boost the graphics on its upcoming smartphones. ARM,
with the Mali-G77 GPU (launched in 2019), is targeting the smartphone-based AR market, promising high-end graphics
support for gaming.
The intensifying competition in the GPU space is likely to have a positive impact on AR. GPUs are set to become faster
(in terms of processing speed), sharper (in terms of display quality), and more robust (in terms of load handling), all of
which will lead to more effective power management and improved experiences.
VPUs
Vision processing units (VPUs) – an emerging class of microprocessor that is designed to accelerate machine vision
tasks – is responsible for anchoring virtual objects in the real-world in an AR headset.
Intel (with the Movidius Myriad X) and Nvidia (with Programmable Vision Accelerators) are strong in this field, while
Qualcomm, Toshiba, Renesas, OnSemi, Synopsys, MediaTek, and Omnivision are improving their VPU competencies.
Google’s adoption of the Qualcomm XR1 chipset for the Google Glass Enterprise Edition 2 is largely attributed to its
vision processing capabilities, which support visual-inertial odometry (VIO), a technique used to create a correlation
between real and virtual spaces.
As competition in the VPU market intensifies, vendors are increasingly focusing on innovation. OmniVision, for
instance, has introduced OP02220, the first liquid crystal on silicon (LCOS) microdisplay with integrated driver functions
and memory, which aims to aid the development of lighter and more comfortable devices. Apple is known to be
working with TSMC on the development of light-emitting diode (LED) microdisplays that will improve image quality on
the Apple Watch and the company’s long-rumored smart glasses. Synopsys, meanwhile, has partnered with Kudan to
optimize the EV6x Embedded Vision Processor with the latter’s simultaneous localization and mapping (SLAM)
software. The partnership intends to deliver efficient machine vision for AI, automotive, and IoT applications, including
AR and VR. We expect robust investment in VPUs over the next three years, driven by growing demand for AR
technology.
Image processors
Growth in the image processing field is being driven by demand for real-time and high-quality images. Image signal
processors (ISPs) are vital for two AR-related functions: noise reduction (where digital artifacts that can tarnish images
are removed), and image sharpening (enhancing the depth and clarity of images). Qualcomm, Ambarella, and ARM are
leaders in this field. Qualcomm’s Spectra 380 (launched in 2018) has been positioned as the industry’s first AI ISP and is
now available as an integrated element in Snapdragon SoCs. Subsequently, in 2019, ARM launched the Mali-C52 and
Mali-C32 ISPs, which offer high-quality images (at 600 megapixels per second) at premium smartphone level frame
rates (60 frames per second). The aforementioned vendors compete against Infineon and STMicroelectronics in the AR
space.
Communication chips
AR devices are mostly reliant on Bluetooth, 4G LTE, and Wi-Fi – all integrated on SoCs – while 5G connections are also
becoming available. Qualcomm is integrating 5G modems on its Snapdragon 855 SoC, while Qorvo (with more than 100
million shipments of its 5G radio frequency (RF) components between January 2018 and February 2019) has
strengthened its market position. Murata, Skyworks, and Qualcomm are also competing around 5G RF. Qualcomm is
improving its XR1 platform to take advantage of 5G’s low latency and high bandwidth. Broadcom, Unisoc (Tsinghua
Unigroup), and ARM are also actively developing 5G chipsets.
MEMS
Due to the intensifying miniaturization drive in the semiconductors sector, MEMS manufacturers are seeing rising
demand. The emergence of 5G chipsets will only increase the pressure on MEMS vendors to deliver further
miniaturization. A significant amount of the storage and processing power will be handled at the network level,
resulting in smaller SoCs. Thus, designers will race to integrate more sensors and expand the operational capabilities of
their devices. This should also have a positive impact on user experience, particularly in terms of weight, movement
accuracy, and battery life, all of which are essential for AR’s success in the consumer market.
InvenSense (TDK), STMicroelectronics, Bosch, NXP Semiconductors, Infineon, and Analog Devices are all strong players
in the MEMS field. In January 2019, TDK announced a collaboration with Qualcomm to make inside-out six degrees of
freedom (6DoF) controller tracking available to mobile AR and VR head-mounted displays (HMDs) powered by
Snapdragon Mobile XR platforms. This development aims to offer high-precision, low-latency 6DoF tracking in AR
headsets, with low power consumption and real-time computation capabilities. To address issues such as motion
sickness and latency, a significant share of MEMS investment is being directed towards the improvement of inertial
measurement units (IMUs), accelerometers, and gyroscopes.
Memory chips
Memory-based CPU architecture, which locates faster, denser memory closer to processing units, is a developing
investment theme in the critical memory chips sector. The in-memory chips – powered by AI –promise storage-level
computation of data, thus allowing faster results. In the race to develop such chips, the leading integrated memory
chip makers – Samsung, SK Hynix, Micron, Western Digital, and Toshiba – are facing a significant challenge from Intel.
With its Optane chips, developed using 3D XPoint technology, Intel is aiming to tighten its grip on the PC market. The
chip is expected to improve PC-based AR applications, especially 4K streaming, HD images, and multi-player gameplay.
Amidst these developments, China is strengthening its grip on the semiconductor sector, starting with memory chips.
The state-backed Yangtze Memory Technologies (part of Tsinghua Unigroup) is planning to mass-produce its first
homegrown 64-layer 3D NAND flash chips, which will compete against Samsung and Micron’s products in the
international market. This could result in significant changes in the global chips market, as the Chinese have the
potential to oversupply their products and undermine the market command of established global players.
MediaTek Huawei
CPUs Qualcomm Apple Samsung ARM (Softbank)
AMD Texas Instruments
Renesas OnSemi
VPUs Intel Nvidia Toshiba Omnivision
Qualcomm Synopsys
Source: GlobalData
Devices
AR-enabling hardware comes in various forms, including smartphones, eyewear (smart glasses), and AR headsets. For
consumer AR applications, smartphones are the most commonly-used platform, while enterprises typically prefer AR
headsets and smart glasses, which offer a broader range of functions.
The hype around smart glasses, which peaked in 2013 when Google started selling prototypes of its first-generation
Glass, may have dissipated, but the launch of new devices such as Bose Frames in 2019 suggests there is still interest in
the technology. These devices are mostly targeted at early adopters to build brand recognition and demonstrate the
technology’s capabilities.
Mainstream adoption, if it happens, will only come when the technology is more mature. Before then, device makers
will have to focus on addressing major issues such as high prices, limited use cases, privacy and safety concerns, and a
general lack of content.
The AR headset space is significantly less crowded compared to the smart glasses segment. Microsoft and Magic Leap
are de facto leaders in the field, following the collapse of rivals Daqri and Meta. In 2019, Microsoft partnered with
Trimble to build a hard hat-compatible gear for HoloLens, intending to make the headsets more appealing to
enterprises, especially in sectors like mining, construction, and oil and gas. Lenovo’s ThinkReality A6 headset, launched
in November 2019, is likely to contest the Microsoft HoloLens 2 and Magic Leap One.
While all of these headsets are largely enterprise-focused, companies like Skully, Sena, and Jarvish are producing
consumer-focused AR helmets, mostly targeted at motorbike enthusiasts.
Rokid Epson
Snap Bose
nReal North
Google Vuzix Xloong Oakley
Smart glasses
Lenovo Atheer ThirdEye
Realmax LLVision
Toshiba
Jarvish Shoei
AR headsets Microsoft Magic Leap Skully Helmets Sena
Forcite Bell Helmets
Lenovo
Source: GlobalData
The below graphic presents the value chain for VR. It is split into five segments: semiconductors, components,
headsets, platforms, and applications and content.
Content delivery
Communication chips Audio components Military apps
networks
Source: GlobalData
In the following sections, we will look more closely at the headsets segment of the VR value chain.
Headsets
VR required HMDs –also referred to as headsets or goggles –that completely cover the eyes for an immersive
experience. VR headsets are available in four different forms: console-tethered headsets like Sony’s PSVR; PC-tethered
headsets like Oculus Rift and HTC Vive; smartphone-tethered headsets like the Samsung Gear VR; and untethered
headsets such as Oculus Go, Oculus Quest, HTC Vive Focus, and Lenovo Mirage Solo.
While PC and console-tethered devices offer the highest quality experience, smartphone-tethered headsets are more
affordable. Untethered headsets are a combination of PC-tethered and smartphone-tethered headsets that offer the
superior immersion of PC-tethered headsets – albeit with less power and functionality – supplemented with the
mobility of smartphone-tethered headsets. Untethered headsets are being heralded by tech firms as having the
potential to drive VR’s mass adoption in the consumer market.
Despite recent improvements in the capabilities of VR hardware, there is potential for further development of a
number of technical aspects. Three emerging areas of focus for headset manufacturers are:
- FOV: The extent of the environment that is observable at a specific time is a critical element in VR. Start-ups
such as Pimax and StarVR are developing headsets with FOV greater than 200 degrees, while most of the
leading players are yet to move beyond 95 to 110-degree FOV. Facebook announced the Half Dome
prototype, a Rift-like headset with a 140-degree FOV, in 2018.
- Superior resolution: Eye tracking technology is a game-changer in this area. Eye tracking systems reduce
dependency on powerful GPUs, thus lowering the overall cost of devices, and enhance display resolution
through foveated rendering, a process that uses eye tracking to reduce the quality of images in the user’s
peripheral vision and instead focus on objects in their central field of vision. HTC is using this technology in the
Vive Pro Eye, while Facebook has patented an eye tracking technique which uses light field cameras inside the
headset.
- Better frame rates: Improving frame rates with lower-power GPUs is a key area of innovation in the VR
industry. While a minimum of 90 FPS is required for a good VR experience, technological developments to
address this area have been slow to emerge. However, with recent progress in 5G networks and Oculus’s
introduction of Asynchronous Space Warp 2.0, which aims to improve visuals even on lower-end hardware,
we expect imminent progress.
From a competition perspective, Sony’s PS4-dependent PSVR is significantly ahead of other players in the market, due
to the company’s strong portfolio of VR content and lower price points compared to other entry-level headsets. On the
other hand, the smartphone-powered Samsung Gear VR headsets are in stasis. Despite no significant tech upgrade
since 2017, the device remains strong in the market, almost entirely because of its low price point. However, with
Samsung’s shifting its focus to AR and MR, the Gear VR is under pressure due to a small audience share, the emergence
of low-cost untethered headsets such as the Oculus Quest, and a general lack of compelling content. Google too is on
the back foot because of its scaled-down VR activities, which restrict the ability of its Daydream View headset to
compete with Facebook’s Oculus, HTC’s Vive and Shadow VR. However, Google Cardboard is popular among new
users, largely due to its relative cheapness.
The newly launched Valve Index and HP’s Reverb will gain market share in the coming years, as they are largely
application-specific. Valve Index is specifically designed for VR gaming while HP Reverb is more enterprise-focused.
iQiyi’s 4K VR headsets have significant potential for growth, driven by iQiyi’s 100 million-plus subscribers in China.
Other Chinese players such as Deepoon, Pico, AntVR, Pimax, and 3Glasses (acquired by Digital Domain in 2018) are also
aggressively striving to develop their position in fast-growing markets such as China, South Korea, and Japan.
Companies
In this section, GlobalData highlights publicly-listed FMCG, foodservice, and packaging companies that are making their
mark within the VR and AR themes.
Public companies
The table below lists some of the leading listed players associated with these themes and summarizes their
competitive position.
Glossary
Term Definition
5G 5G refers to the fifth generation of cellular technology standards, that will be based
on IMT2020 standards, under development by the 3GPP. The term ‘5G’ does not
explicitly refer to any particular technology or standard and is therefore a loose term
that can be used and interpreted in multiple different ways, typically for marketing
purposes.
Application programming A set of defined methods of communication between programs so that information
interface (API) can be exchanged without the need to access the core of either program.
AR cloud A persistent 3D digital copy of the real world.
Artificial Intelligence (AI) Refers to software-based systems that use data inputs to make decisions on their
own.
Augmented Reality (AR) Technology that allows the user to see the real world overlaid with a layer of digital
content. This digital content layer can include sensor-based data, sound, video,
graphics, or other datasets.
Computer-generated The use of computer graphics to create or contribute to images in art, television, ads
imagery (CGI) and others.
Digital signal processor A specialized microprocessor with its architecture optimized for the operational needs
(DSP) of digital signal processing. The goal of a DSP is usually to measure, filter, or compress
continuous real-world analog signals.
Fintech Originally used to describe a wave of start-ups that were founded to deliver
technology-based financial services (with examples ranging from online payment
services to insurance comparison sites), the term has evolved into a catch-all phrase
for the digital transformation of financial services.
General Data Protection EU legislation that came into force across the EU in May 2018, giving consumers
Regulation (GDPR) certain rights and protections over the data that organizations hold on them,
including the right to data portability.
Head mounted display A type of computer display device or monitor that is worn on the head or is built in as
(HMD) part of a helmet.
Head-related transfer A response that characterizes how an ear receives a sound from a point in space. Also
function (HRTF) sometimes known as the anatomical transfer function (ATF).
Industrial Internet of Things Refers to the use of connected sensors and actuators to control and monitor the
(IIoT) industrial machinery environment, to help detect faults early and predict
maintenance requirements.
Machine Learning An application of AI that gives computer systems the ability to learn and improve from
data without being explicitly programmed.
Occlusion The effect of one object in a 3D space blocking another object from view.
Software development kit A collection of software used to develop applications for a specific device or operating
(SDK) system.
Virtual reality (VR) Technology that aims to immerse the user in an entirely artificial world, which has the
illusion of reality. It uses special equipment such as a headsets or gloves fitted with
sensors to simulate a user's physical presence in a 3D environment.
Source: GlobalData
Further reading
GlobalData reports
Publication date Report title
June 2020 Analyst Briefing: COVID-19 is accelerating the adoption of Augmented Reality by
global beauty giants
May 2020 Coronavirus (COVID-19) Case Study: Technology Solutions
December 2019 Success Case Study: 19 Crimes Wine
28 November 2019 Thematic Research: Augmented Reality
8 October 2019 Thematic Research: Virtual Reality
October 2019 Tech Innovator Profile - Zappar
13 June 2018 Thematic Research: Virtual & Augmented Reality in Retail and FMCG
21 May 2018 Thematic Research: Virtual & Augmented Reality in Retail
3 July 2017 Thematic Research: Alternative Reality
Source: GlobalData
References
[1] Medium, “The Founders Feature: An Augmented Appetite”, https://medium.com/swlh/the-founders-feature-an-
augmented-appetite-49405aa4097b, accessed on 4 August 2020
[2] Asics Official Website, “For the launch of three revolutionary shoes the Asics Innovation Summit goes virtual”,
https://corp.asics.com/en/press/article/2020-03-31, 31 March 2020
[3] The Drum, “How Rekorderlig Cider, Cake and Havas London created the first ‘mixed reality’ tasting bar”,
https://www.thedrum.com/news/2019/12/10/how-rekorderlig-cider-cake-and-havas-london-created-the-first-mixed-
reality-tasting, 10 December 2019
[4] The Wall Street Journal, “L’Oréal Expands Virtual Try-On Service”, https://www.wsj.com/articles/loreal-expands-
virtual-try-on-service-11576776586, 19 December 2019
[6] Current Daily, “Magnum partners with Benefit for interactive pop-up in Shanghai”,
https://thecurrentdaily.com/2019/06/13/magnum-partners-with-benefit-for-interactive-pop-up-in-shanghai/, 13 June
2019
[8] Catering Insight, “Phononic uses augmented reality technology for new app”,
https://usa.cateringinsight.com/phononic-uses-augmented-reality-technology-for-new-app/ , 3 October 2019
[9] Onirix Official Website, “Restaurant menus with Augmented Reality”, https://www.onirix.com/menus-in-
augmented-reality-for-restaurants/, accessed on 4 August 2020
[13] Bandt, “Nike launches new shoe with AR-powered colouring book via AKQA”, https://www.bandt.com.au/nike-
launches-new-shoe-with-ar-powered-colouring-book-via-akqa/, 13 July 2020
[16] Business Wire, “Anheuser Busch InBev Implementing XMReality’s Remote Guidance System in Multiple Zone
Brewery Support Locations to Transform Service Process”,
https://www.businesswire.com/news/home/20200129005070/en/Anheuser-Busch-InBev-Implementing-
XMReality%E2%80%99s-Remote-Guidance, 29 January 2020
[18] Accenture Newsroom, “Accenture, Qualcomm and Kellogg Company Create and Pilot Virtual Reality
Merchandising Solution to Transform Brand and Retail Strategy”, https://newsroom.accenture.com/news/accenture-
qualcomm-and-kellogg-company-create-and-pilot-virtual-reality-merchandising-solution-to-transform-brand-and-
retail-strategy.htm, 14 February 2019
[19] Financial Times, “L’Oreal buys beauty tech company ModiFace”, https://www.ft.com/content/0abc9a28-28f0-
11e8-b27e-cc62a39d57a0, 16 March 2018
[20] Garnier Official Website, “Virtual Try On”, https://www.garnier.co.uk/virtual-try-on, accessed on 4 August 2020
[21] Creative Guerrila Marketing, “McDonald’s Augmented Reality App Shows What’s Inside Your Meal”,
http://www.creativeguerrillamarketing.com/augmented-reality/mcdonalds-augmented-reality-app-shows-whats-
inside-your-meal/, article from 2013
[23] Mobile Marketer, “McDonald’s touts sustainability via augmented reality app”,
https://www.mobilemarketer.com/ex/mobilemarketer/cms/sectors/food-beverage/16047.html, article from 2017
[24] AdWeek, “Snapchat Is Turning the Golden Arches Into the Rainbow Arches in Canada”,
https://www.adweek.com/digital/snapchat-is-turning-the-golden-arches-into-the-rainbow-arches-in-canada/, 25 June
2019
[25] Tech Crunch, “McDonald’s releases a VR video to show what it’s like eating at a McDonald’s”,
https://techcrunch.com/2016/11/18/mcdonalds/?guce_referrer=aHR0cHM6Ly93d3cuZ29vZ2xlLmNvbS8&guce_referre
r_sig=AQAAAJu-pjWx8Nl7cWo6ZZuLSsf4xqsU25UM4euyA3QoycXdpjStGgEnk1QE5y-
ZNAqHEq6sIlu1VeKOZkDZegN7gPWyzpcgfsfdqOWcy16PHO06RIPtNNVQX_2USU6R0l8qyXnx8kKtB_wpMmEmA6LG-
7mcBnOx7NLqJ9kngWFnXnN6&guccounter=2, 18 November 2016
[27] HT Tech, “Sodexo bets big on technology to drive its facilities management portfolio”,
https://tech.hindustantimes.com/tech/news/sodexo-bets-big-on-technology-to-drive-its-facilities-management-
portfolio-story-ZdY2VjY9x1KLt7zK3L1ZSM.html, 24 June 2019
[30] Mobile AR News, “Starbucks Uses Instagram AR to Promote Sustainability via Holiday Campaign”, https://mobile-
ar.reality.news/news/starbucks-uses-instagram-ar-promote-sustainability-via-holiday-campaign-0212817/, 15
November 2019
[31] Stora Enso Newsroom, “Stora Enso’s 5G technology solution in mill maintenance receives recognition”,
https://www.storaenso.com/en/newsroom/press-releases/2019/9/stora-ensos-5g-technology-solution-in-mill-
maintenance-receives-recognition , 20 September 2019
[32] Beauty Packaging, “Estée Lauder Debuts Augmented Reality Training, with YouCam”,
https://www.beautypackaging.com/contents/view_breaking-news/2017-12-19/estee-lauder-debuts-augmented-
reality-training-with-youcam/, 19 December 2017
[34] Mobile Marketer, “Estee Lauder, Sephora unveil shoppable AR makeup try-ons on Pinterest”,
https://www.mobilemarketer.com/news/estee-lauder-sephora-unveil-shoppable-ar-makeup-try-ons-on-
pinterest/571188/, 28 June 2020
Viewing the world’s data by themes makes it easier to make important decisions
We define a theme as any issue that keeps a CEO awake at night. GlobalData’s thematic research ecosystem is a single,
integrated global research platform that provides an easy-to-use framework for tracking all themes across all
companies in all sectors. It has a proven track record of identifying the important themes early, enabling companies to
make the right investments ahead of the competition, and secure that all-important competitive advantage.
To do this, we rate the performance of the top 1,000 companies against the 50 most important themes impacting
those companies, generating 50,000 thematic scores. The algorithms in GlobalData’s thematic engine help to identify
the long-term winners and losers within each sector.
1. Split the global TMT 2. Identify and rank the 3. Identify and score tech 4. Calculate overall 5. Determine leading companies
sector into 18 subsectors. top 10 themes driving leaders and challengers thematic rankings for in each sector using our three
earnings for each sector. for each theme. all companies in a sector. screens.
Hardware
Semiconductors 1. Voice
Servers, storage, networking
Telecom equipment Consumer
electronics Sector Scorecard =
Component makers
Industrial automation
Software 2. Cloud Thematic screen
Application software
Infrastructure software +
Security software Valuation screen
Video games software
IT services +
Internet & Media 3. Blockchain
E-commerce
Risk Screen
Social media
Advertising
Music, film and television
Publishing
Telecoms 10. Internet of
Telecom operators
Cable operators Things
Source: GlobalData
Second, we identify and rank the top 10 themes for each sector (these can be technology themes, macroeconomic
themes, or industry-specific themes). Third, we publish in-depth research on specific themes, identifying the winners
and losers within each theme. The problem is that companies are exposed to multiple investment themes and the
relative importance of specific themes can fluctuate. So, our fourth step is to create a thematic screen for each sector
to calculate overall thematic leadership rankings after taking account of all themes impacting that sector. Finally, to
give a crystal-clear picture, we combine this thematic screen with our valuation and risk screens to generate a sector
scorecard used to help assess overall winners and losers.
The thematic screen tells us who are the overall technology leaders in the 10 themes that matter most, based
on our thematic engine;
The valuation screen tells us whether publicly listed players appear cheap or expensive relative to their peers,
based on consensus forecasts from investment analysts; and
The risk screen tells us who the riskiest players in each industry are, based on our assessment of four risk
categories: corporate governance risk, accounting risk, technology risk, and political risk.
Our thematic scores are based on our analysts’ assessment of their competitive position in relation to a theme, on a
scale of 1 to 5:
The company’s activity with regards to this theme will be highly detrimental to its future
1 Vulnerable
performance.
The company’s activity with regards to this theme will be detrimental to its future
2 Follower
performance.
The company’s activity with regards to this theme will have a negligible impact on the
3 Neutral
company’s future performance, or this theme is not currently relevant for this company.
The company is a market leader in this theme. The company’s activity with regards to this
4 Leader
theme will improve its future performance.
The company is a dominant player in this theme. The company’s activity with regards to this
5 Dominant
theme will significantly improve its future performance.
How our research reports fit into our overall thematic research ecosystem?
Our thematic research ecosystem is designed to assess the impact of all major themes on the leading companies in a
sector. To do this, we produce three tiers of thematic reports:
Single Theme: These reports offer in-depth research into a specific theme (e.g. artificial intelligence). They
identify winners and losers based on technology leadership, market position, and other factors.
Multi-Theme: These reports cover all themes impacting a sector and the implications for the key players in
that sector.
Sector Scorecard: These reports identify those companies most likely to succeed in a world filled with
disruptive threats. They incorporate our thematic screen to show how conflicting themes interact with one
another, as well as our valuation and risk screens.
| About GlobalData
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sectors, markets, and companies offering growth opportunities across the world's largest industries.
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a global community of industry professionals, to provide decision-makers with timely, actionable insight.
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tailored to your role, alongside direct access to our expert community of analysts.
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you easy access to a complete, dynamic, and comparable view of the world’s largest industries.
Disclaimer: All Rights Reserved. No part of this publication may be reproduced, stored in a retrieval system or
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permission of the publisher, GlobalData. The facts of this report are believed to be correct at the time of publication
but cannot be guaranteed. Please note that the findings, conclusions and recommendations that GlobalData delivers
will be based on information gathered in good faith from both primary and secondary sources, whose accuracy we are
not always in a position to guarantee. As such, GlobalData can accept no liability whatsoever for actions taken based
on any information that may subsequently prove to be incorrect.
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