There are 7 key VR horizontals which we see having profound impact on how businesses operate, these are:

1) Training; 2) Product demos; 3) Prototyping; 4) Virtual visits; 5) Data visualisation; 6) Gamification; and 7) Collaboration.


There isn’t a business sector which wouldn’t benefit from adopting VR into their training mix. From doctors to oil rig workers, VR could offer opportunities where previously factors ranging from cost to health & safety have inhibited large scale roll out or rapid implementation. Think along the lines of recreating a physical scenario vs a virtual scenario. Low cost and no risk with high ROI.

2.Product demos:

One of the biggest challenges for brands can be how they are able to get products into people’s hands before they become a reality, a challenge which is particularly relevant in the automotive industry and tech device industry.


The ability to create a prototype quickly and cheaply, and one which can be worked on collaboratively, is a development that will revolutionise product development. The key attributes here are quick and easy, this opens up huge potential to try new approaches which would have previously been discounted due to either cost, time or both.

4.Virtual visits:

VR enables you to be able to explore environments which were previously inaccessible, to tour factories which don’t yet exist and even shrink down to the size of a molecule on a journey through the human body. Whether you are trying to sell-in a business case for creating a new factory, attempting to bring to life your vision of the future or looking for a new medical cure, this technology has a key role to play.

5.Data visualisation:

Experiencing data in a fully immersive environment can be slightly challenging to get your head around, as it is an area which really takes VR and AR solutions to the limits of where our understanding has currently got us to. It will take us to a place where we can experience data, being able to walk through and around a data transfer network showing data packages as they move through the system


Bringing a level gamification into the virtual world can work in a number of different ways, ultimately adding to the level of immersion. Whist stopping short of full blown gaming, this is where elements of gamification can be factored in to experiences such as training or education


An area that is going to rapidly elevate the impact of VR and AR is the opportunity for collaboration, which will also align with the development of social VR applications. HoloLens currently integrates with Skype, giving you the ability to share your screen and add virtual annotations. But this is just the tip of the iceberg when it comes to collaboration opportunities using this technology

In Summary:

The potential for Immersive Technology to have a huge impact on multiple business sectors, brands, and indeed on our everyday lives, is clear and increasing at a remarkable speed. If you look back at the changes in this field over the past 2 years it is already a quite stunning evolution. Since the first Oculus DK1 really gave VR credibility, the development of mobile VR, AR headsets and room scale VR has taken Immersive Technology to a level even beyond dreams of the most ardent proponents.