A survey conducted by VR Intelligence reflects that immersive technology is generating benefits for companies.
The organization of events VRX, together with Superdata, has conducted a survey of multiple companies working with virtual and augmented reality in the business field to know what is currently happening with immersive technology. Companies in sectors such as automotive, construction, manufacturing and retail are earning a good return on their investments in VR and AR, demonstrating an immediate growth of these media in the business field, as these technologies continue on their path to mass adoption by consumers. Specifically, 83% of the end users of the surveyed VR companies (and 69% of those in AR) claim to have seen profits,and 86% plan to invest more.
Reasons why some companies have not invested yet, and intention to invest again for those that have already.
“After the high expectations of recent years, this report is designed to provide guidance on what is really happening in VR and AR and where the issues lie, all from the perspective of the industry. At the level of consumption it has not yet taken off completely and the results highlight some of the areas necessary to improve and so be it. But the overwhelmingly positive response from companies is encouraging for everyone and shows strong signs that immersive technology is really beginning to fulfill its potential, ” he says Rich Goddard of VR Intelligence (VRX).
Performance of the areas (consumer and business) in the last 12 months.
Below are some of the highlights of the report they have published:
- The majority of today’s VR and AR business users report that the technologies are having a positive impact on their businesses, with 86% stating that they will invest more in immersive technology.
- Companies already using RX technologies are much more likely to invest than those starting to use them (86% vs. 46%), suggesting that ROI is strong.
- 67% of VR solution providers (and 70% of AR) report stable and robust growth. However, growth on the consumer side was slightly lower, with 42% (RV) and 36% (RA), highlighting that they were lower than expected.
- Education shows the greatest growth, both in demand for immersive technology and in the provision of immersive services.
- Price and lack of content remain the main obstacles to consumer adoption, but are less worrying than in 2017.
- Viewing angle, positioning and eye tracking are considered some of the most important features that need to be developed, but also some that are less invested in today.
Barriers to mass adoption compared to the previous year.
We can download for free the report, in which nearly 600 professionals have participated, through the following link.
VRX 2018 will hold a new edition from 6 to 7 December in San Francisco (United States).