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:
Consumer VR Applications Overview
Media and Entertainment
- Interactive Video
- 360 Video
- Live Content
Retail, Commerce, and Marketing
- Dedicated Marketing Experience
- Advertising-Supported Content
- Personal Development
- Social Isolation
- VR Desktop
- Content Creation