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Having worked in immersive technology for a few years now, I can feel the beginning of a seismic shift in consumer behaviour. The conversations I have been having with brands and businesses over the last few months have been less push and more pull. People get it, love it and want more.
Gone are the conversations of previous years, ‘Virtual Reality, tried it, made me feel sick!’ and now I’m hearing people (still in relatively small numbers however) talk about how FitXR has revolutionised their fitness routine, or about how they did ‘this thing on an app’ to help decide what colour to paint their walls or whether to buy that bookcase (otherwise known as Augmented Reality (AR)).
The technology is more accessible and the CX is improving. People are using AR and Virtual Reality (VR) to have fun, be entertained, and perhaps what’s driving the biggest shift, they are finding the technology useful!
Whilst people may not talk about it in tech terms, AR, VR, XR, 3D, MR (have I missed any?) when the technology is matched with the right use case it's a win-win situation.
I love a good stat and two recent reports by two big players heavily invested in immersive technologies are full of them, providing helpful data on growing consumer adoption for AR and VR. Both reports provide interesting proof points that AR is going to be mainstream soon (or perhaps it already is). As Facebook states, “If you got a smartphone, you’ve got AR” and Snap predicts that “by 2025 nearly 74% of the global population and almost all smartphone users will be frequent AR users” - that’s huge!!
We’ve collated some of the juiciest stats below for the TLDR audience: