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Which gaming company will dominate the virtual-reality market?

WITHIN a decade, virtual-reality (VR) technology is expected to transform the way businesses interact with customers. Immersive, 360-degree experiences, complete with touch and temperature sensations, should become the norm. As early as 2020, spending is forecast to reach $7.9 billion on VR headsets and $3.3 billion on VR entertainment. In the short run, however, VR primarily remains the preserve of gamers.
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