Mobile Virtual Reality (VR) is ready for organizations to achieve value with, today. Realizing the technology still has a lot of maturity and growth expected, and needed, there is still no reason to keep organizations from exploring the possibilities now.
In a recent note I authored, “Defining Mobile Solutions in a Post-App Era“, I recommend that organizations, specifically Application Leaders, should determine specific use cases in which immersive technologies, such as mixed, augmented and virtual realities, that may help drive valuable experiences engaging the user and transforming processes. When it comes to Mobile VR, there are definitely some specific use cases that should be considered. Here are just a couple of categories:
Mobile VR for use in Training and Virtual Tours are just a couple of areas that Mobile VR has started to bring real value to organizations. Through the use of Head-Mounted Displays like Samsung’s Gear VR and Google’s Cardboard and Daydream, VR is now accessible to millions of users. In fact, Gartner estimates that more than 7 million devices have made it into the hands of users by mid-2016. (“Competitive Landscape: HMDs for Augmented Reality and Virtual Reality“)
Throughout 2017, I will focus a lot of my research around what we at Gartner call the Post-App Era. Applications Leaders will have access to New Platforms, New Experiences and Tools, and New Devices offering new and innovative ways to transform business processes and experiences for organizations. Today.