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:

  1. Training – through the use of 360-degree video and photography and additional technologies, organizations are already creating immersive environments to train their employees, clients, and students in specialized skills. An example of this was just announced recently, in which the Austria’s national motor vehicle association is utilizing Samsung Gear VR to train their driving students through virtual scenarios that would be impossible, or extremely dangerous,  to recreate in the real world. Oftentimes, Training set up in Virtual Reality environments is to prepare the user for the unique, and sometimes dangerous experience, before they set foot in a live environment.
  2. Virtual Tours – Marketing organizations looking for a way for a potential customer to test-drive the latest product model. Sales needing to build an engaging and immersive demonstration with a remote sales lead. Real Estate agents, commercial and residential, trying to give potential buyers the opportunity to tour a facility from the comfort of their home or office. Colleges reaching out to potential students. Employers reaching out to candidates. All of these scenarios are currently being accomplished with the use of Mobile VR technologies.

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.