To enlighten investors on the impact of these breakthroughs and the opportunities they should create, we began publishing Big Ideas in 2017. This annual research report seeks to highlight



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ARK–Invest BigIdeas 2021

Cost Per Hour, USD
Direct vs. Indirect
1
Monetization in the US
Direct
Indirect
+20%
2
3



Video Games Are Becoming 
"Third Places“ Away From
Home And Work
Forecasts are inherently limited and cannot be relied upon.
Source: ARK Investment Management LLC based on data sourced from: “Newzoo Global Mobile Market Report 2020: Free Version.” 
Newzoo
, 30 Sept. 2020, 
newzoo.com/insights/trend-reports/newzoo-global-mobile-market-report-2020-free-version/. 
24
Virtual Worlds

According to our research, the average time 
spent playing video games will increase from 
1.1 hours per person per day to 1.5 hours 
during the next five years.

If the increasing trend of both monetization 
and time spent remains in place, in-game 
purchase revenue could compound 21% 
annually during the next five years, from 
roughly $130 billion in 2020 to 
nearly $350 billion by 2025.
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2017
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2022
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2025
Revenue (Billions, USD)
Global Virtual Gaming Revenue (Forecast)
In-Game Revenue (Bull Case)
In-Game Revenue (Base Case)



Augmented Reality (AR)
Is Primed To Scale
[1] ARK's AR market size estimates consumer-based software revenues and does not include gaming or commercial revenue. AR gaming revenue is captured in our gaming forecast.
Forecasts are inherently limited and cannot be relied upon. 
For informational purposes only and should not be considered investment advice, or a recommendation to buy, sell or hold any particular security. 
Source: ARK Investment Management LLC based on data sourced from: O'Dea, Published by S., and Aug 20. “Smartphone Users Worldwide 2020.” Statista, 20 Aug. 2020, www.statista.com/statistics/330695/number-of-smartphone-users-
worldwide/; Boland., Mike. “AR Advertising: $2.6 Billion by 2022.” AR Insider, 6 Sept. 2018, arinsider.co/2018/09/04/ar-advertising-2-6-billion-by-2022/. 
25
Virtual Worlds

Over the past few years, companies such as 
Snapchat, Facebook, and Apple have 
increased their investment in augmented 
reality, encouraging widespread use of AR 
tools on mobile devices.

By 2022, consumer-grade AR headsets 
should turbocharge this trend.

ARK forecasts that by 2030 the AR market 
could scale from under a $1 billion today 
to $130 billion.
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2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030

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