Enterprise XR Use
AR and VR applications remain at the forefront of enterprise XR use.
% Companies engaged in AR or VR or MR initiatives
Type of application deployed:
Future XR Investment
Which sectors will see more XR investment?
% Respondents for 2021 and 2019, respectively are detailed below:
Gaming: 49% and 49%
Healthcare and medical applications: 41% and 38%
Real estate (e.g. virtual showings, construction): 37% and 33%
Education: 37% and 38%
Movies and television: 36% and 39%
Marketing and advertising: 35% and 34%
Live events (e.g. sports, concerts, etc): 34% and 33%
Manufacturing and automotive/aerospace: 33% and 29%
Training and/or teaching: 32% and 35%
Military and defense: 25% and 28%
Expectations for investment and impact
Businesses are accelerating their spend on XR related projects
84% expect their company will spend more on AR?VR initiatives over the next two years. (+20 pp, 2019: 64%)
59% believe AR/VR technologies will have a significant impact (i.e., rated 9 or 10 out of 10) on their organizations over the next fives years. (+26 pp, 2019: 33%)
TOP AR Use Cases
Businesses are leaning on AR to meet customer facing and internal workforce objectives.
% companies engaged in AR initiatives for 2021 and 2019, respectively are detailed below:
Virtual meetings: 56% and 48%
Sales: 56% and 44%
Design and visualization: 54% and 48%
Customer engagement: 53% and 47%
Training and/or teaching: 53% and 51%
Top VR Use Cases
VR technologies are helping support the remote-work trend.
% of companies engaged in VR initiatives for 2021 and 2019, respectively are detailed below:
Customer engagement: 54% and 45%
Remote collaboration/guidance: 53% and 44%
Sales: 52% and 48%
Design and visualization: 52% and 51%
View on-the-job contextual info: 50% and 43%
i3, the flagship magazine from the Consumer Technology Association (CTA)®, focuses on innovation in technology, policy and business as well as the entrepreneurs, industry leaders and startups that grow the consumer technology industry. Subscriptions to i3 are available free to qualified participants in the consumer electronics industry.