There are still many large strides in both technology advancement and user adoption to come in AR/VR.
The VR space has seen alot of growth attention since the success of the Oculus Rift kickstarter campaign, furthermore the consumer launch and also the introduction of the Samsung Gear VR and HTC Vive - however the majority of users are still only early-adopters, and the industry as a whole is still discovering the potential of this technology/platform, how it can be used, and where it will shine.
Meanwhile, Pokemon Go! is probably Augmented Reality's first 'big break' in the consumer and gaming space -- within 1 week of launch it has caused a viral outbreak of game fanatics and media chatter around the globe.
VR will be big, AR will be bigger (and take longer). But as in most early-stage tech markets, growth will be curved, not straight. There will be a few billion dollars of revenue this year, a progressive ramp in 2017 and a hoped-for inflection point in 2018 (when AR could deliver that magic combination of hero device, long battery life, cellular capability, strong app ecosystem and telco cross-subsidization). But AR/VR is still in the first of the four stages of tech market development (hype cycle, facing reality, liftoff, sustainable market).