As we’ve said many times before on VRFocus, immersive technology never stands still. Which might go some way to explain why the team from VR Intelligence always seems to be running from one project to the next, never stopping, always in motion. We are, of course, coming closer to the end of the year and their annual VRX Conference & Expo event in San Francisco this December.
Beyond VRX 2018 however, and you can find more about that by clicking here, we’ve also reached that point of the year where the results of the VRX’s most recent industry survey. According to the organisation, this one targeted senior-level business executives within both virtual reality (VR) and augmented reality (AR) with the aim of finding out just what is going on with a peep beyond the public relations curtain – and things are looking positive.
Of the roughly 600 individuals surveyed “83% (VR) and 69% (AR) of current enterprise end-users claim to see benefits and 86% plan to invest more”.
VR Intelligence’s Rich Goddard explains: “After such heightened expectations of the past few years, this report is designed to guide on what’s really happening in VR & AR and where the gaps are, from the perspective of those embedded in the industry. Consumer uptake is yet to fully take off and the results highlight some of the areas needed to improve, in order for it to do so. But the overwhelmingly positive feedback from enterprise is encouraging for everyone and shows strong signs of immersive tech beginning to truly fulfil its potential.”
The report is free to download and can be done so here. With key findings including:
- The majority of current enterprise VR & AR end-users report that the technologies are having a positive impact on their business, with 86% claiming they’ll be investing more in immersive tech.
- Enterprise businesses already using XR technologies are much more likely to invest more than businesses yet to start using XR technologies (86% versus 46%), suggesting ROI is strong.
- 67% of enterprise VR solution providers and 70% AR providers report stable and strong growth. However, growth on the consumer side was slightly less, with 42% (VR) and 36% (AR) reporting results that were weaker than hoped.
- Education is showing the most growth – both in demand for immersive tech and supply of immersive services.
- Price and lack of content still seen as the major barriers to consumer adoption – but less of a concern than they were in 2017.
- Field of View, Motion Tracking and Eye Tracking are deemed some of the most important technologies needing to be developed – yet also some of the least currently being invested in.
VRFocus will bring you more VR and AR industry news very soon.