An email has been sent to . Please check your email and click the provided link to continue.
Waiting for email verification...
An email has been sent to . Please check your email and click the provided link to continue.
Verified! Thank you!
Virtual reality has been a growing feature of the gaming space, accounting for the majority of initial use for the technology. However, virtual reality has uses within a number of industry verticals. In addition to its use within direct-to-consumer implementations, the adoption of virtual reality devices within B2B2C scenarios is also growing.
This report details the prominent and growing industry verticals of virtual reality with a focus on B2C and B2B2C spaces. The verticals included within this report are as follows: Gaming, Media and Entertainment, Retail, Commerce, and Marketing, High-end Entertainment, Education, Tourism.
The report includes:
Definitions
Consumer VR Applications Overview
Gaming
Media and Entertainment
Retail, Commerce, and Marketing
High-end Entertainment
Education
Tourism
Others