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Commercial Reality Consumer adoption of VR and AR has been slower than anticipated. However, enterprise adoption is steadily increasing, with figures showing commercial use now

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Commercial Reality Consumer adoption of VR and AR has been slower than anticipated. However, enterprise adoption is steadily increasing, with figures showing commercial use now accounts for the majority of revenue generated by VR and AR. This increase in its proportional share of revenue is likely to continue over the next five years. One of the key reasons for this is that workable commercial applications can often be effective without using the expensive hardware required for consumer use, for example, realistic video game experiences. As the technology advances, the price of hardware should also continue to drop, increasing the viability of a business using it in large numbers. As the hardware becomes more accessible, organizations are beginning to think creatively about how they can use VR and AR to improve their productivity. How VR and AR will be used commercially will vary across organizations and across industries. In the retail sector, retail showcasing (ie. allowing users to see and interact with products in-store) and online retail showcasing (allowing users to see and interact with products online) will be the two largest use cases with a combined spend of $1 billion in Year 1. VR and AR use in the retail sector as a whole will experience exceptional spending growth with a total revenue growth of 925% over the next four years. Product design, safety and process manufacturing training, and industrial maintenance will be the largest use cases in the manufacturing sector. In the public sector, infrastructure maintenance, and management training and assessment are currently the two largest use cases. VR and AR Market Revenue - Year 1 Share of Revenue by Customer Type A0% 60% Consumer Commercial VR and AR Market Revenue - Year 5 Share of Revenue by Customer Type 15% %98 Consumer Commercial Commercial Revenue Generated by VR and AR Suppliers by Industry - Year 1 Share of Revenue by Industry 8% 8% 4% 22% 60 Petrochemical Other Government Retail Manufacturing Professional Services Human Resources | Sales of VR and AR Devices - in Millions 70 70 65 50 60 55 50 45 40 40 35 $ Millions 32 30 25 20 15 13 10 5 0 Year 1 Year 2 Year 3 Year 4 Years Year | Overall Revenue Generated by Sales of VR and AR Solutions/Hardware - in $Billions 225 215 200 175 170 150 125 $ Billions 105 100 75 50 38 25 18 0 Year 1 Year 2 Year 3 Year 4 Year 5 Year What will the overall commercial revenue generated by VR and AR in the Human Resources industry be in Year 1? Please select one answer from the options below. To view the full data in each chart, click the full screen icon to the right of the pin in the top right corner. $1.44 Billion $1.224 Billion $10.8 Billion $1.08 Billion $864 Million What is the projected percentage increase in the size of the overall revenue in VR and AR between Year 1 and Year 2? Give your response to the closest whole number. For example, if the answer is 100.1%, type 100. To view the full data in each chart, click the full screen icon to the right of the pin in the top right corner. Based on the above evidence, how will Retail's revenue share of the commercial VR and AR market change from Year 1 to Year 5? Please select one answer from the options below. To view the full data in each chart, click the full screen icon to the right of the pin in the top right corner. It will increase. It will reduce. It will stay the same. O Not enough information to say. Which of the following statements is the most accurate summary of the above information? Please select one answer from the options below. To view the full data in each chart, click the full screen icon to the right of the pin in the top right corner. The reduction in cost of VR and AR headsets will explain all of the growth in the extended reality market over the next four years. The VR and AR market will become increasingly profitable over the next five years. The commercial sector will account for the majority of the growth in the VR and AR market over the next four years. There will be a large amount of growth in the number of companies in the VR and AR space over the next four years. Manufacturing will account for over 35% of the total VR and AR revenue by Year 5. Your client contact wants to understand more about how other companies are making use of extended reality technologies and asks you to give them a summary of the current status of the extended reality market. What would your priority be when presenting the findings? By dragging and dropping please RANK ORDER the options below, with 1 being your preferred approach to this task and 5 being the approach you would least prefer. To view the full data in each chart, click the full screen icon to the right of the pin in the top right corner. 1 = Understanding what the client will need this information for and tailoring your interpretation of the data in relation to this 2 = Presenting unique and interesting analysis that will be unavailable elsewhere so you can offer new insights. B 3 = Presenting all of the information you have about the market, ensuring your presentation is as comprehensive as possible. C 4 Ensuring all of the data is checked thoroughly for errors and mistakes. D 5 Presenting your findings in a clear and logical manner and clearly backing up your arguments with relevant data. E Commercial Reality Consumer adoption of VR and AR has been slower than anticipated. However, enterprise adoption is steadily increasing, with figures showing commercial use now accounts for the majority of revenue generated by VR and AR. This increase in its proportional share of revenue is likely to continue over the next five years. One of the key reasons for this is that workable commercial applications can often be effective without using the expensive hardware required for consumer use, for example, realistic video game experiences. As the technology advances, the price of hardware should also continue to drop, increasing the viability of a business using it in large numbers. As the hardware becomes more accessible, organizations are beginning to think creatively about how they can use VR and AR to improve their productivity. How VR and AR will be used commercially will vary across organizations and across industries. In the retail sector, retail showcasing (ie. allowing users to see and interact with products in-store) and online retail showcasing (allowing users to see and interact with products online) will be the two largest use cases with a combined spend of $1 billion in Year 1. VR and AR use in the retail sector as a whole will experience exceptional spending growth with a total revenue growth of 925% over the next four years. Product design, safety and process manufacturing training, and industrial maintenance will be the largest use cases in the manufacturing sector. In the public sector, infrastructure maintenance, and management training and assessment are currently the two largest use cases. VR and AR Market Revenue - Year 1 Share of Revenue by Customer Type A0% 60% Consumer Commercial VR and AR Market Revenue - Year 5 Share of Revenue by Customer Type 15% %98 Consumer Commercial Commercial Revenue Generated by VR and AR Suppliers by Industry - Year 1 Share of Revenue by Industry 8% 8% 4% 22% 60 Petrochemical Other Government Retail Manufacturing Professional Services Human Resources | Sales of VR and AR Devices - in Millions 70 70 65 50 60 55 50 45 40 40 35 $ Millions 32 30 25 20 15 13 10 5 0 Year 1 Year 2 Year 3 Year 4 Years Year | Overall Revenue Generated by Sales of VR and AR Solutions/Hardware - in $Billions 225 215 200 175 170 150 125 $ Billions 105 100 75 50 38 25 18 0 Year 1 Year 2 Year 3 Year 4 Year 5 Year What will the overall commercial revenue generated by VR and AR in the Human Resources industry be in Year 1? Please select one answer from the options below. To view the full data in each chart, click the full screen icon to the right of the pin in the top right corner. $1.44 Billion $1.224 Billion $10.8 Billion $1.08 Billion $864 Million What is the projected percentage increase in the size of the overall revenue in VR and AR between Year 1 and Year 2? Give your response to the closest whole number. For example, if the answer is 100.1%, type 100. To view the full data in each chart, click the full screen icon to the right of the pin in the top right corner. Based on the above evidence, how will Retail's revenue share of the commercial VR and AR market change from Year 1 to Year 5? Please select one answer from the options below. To view the full data in each chart, click the full screen icon to the right of the pin in the top right corner. It will increase. It will reduce. It will stay the same. O Not enough information to say. Which of the following statements is the most accurate summary of the above information? Please select one answer from the options below. To view the full data in each chart, click the full screen icon to the right of the pin in the top right corner. The reduction in cost of VR and AR headsets will explain all of the growth in the extended reality market over the next four years. The VR and AR market will become increasingly profitable over the next five years. The commercial sector will account for the majority of the growth in the VR and AR market over the next four years. There will be a large amount of growth in the number of companies in the VR and AR space over the next four years. Manufacturing will account for over 35% of the total VR and AR revenue by Year 5. Your client contact wants to understand more about how other companies are making use of extended reality technologies and asks you to give them a summary of the current status of the extended reality market. What would your priority be when presenting the findings? By dragging and dropping please RANK ORDER the options below, with 1 being your preferred approach to this task and 5 being the approach you would least prefer. To view the full data in each chart, click the full screen icon to the right of the pin in the top right corner. 1 = Understanding what the client will need this information for and tailoring your interpretation of the data in relation to this 2 = Presenting unique and interesting analysis that will be unavailable elsewhere so you can offer new insights. B 3 = Presenting all of the information you have about the market, ensuring your presentation is as comprehensive as possible. C 4 Ensuring all of the data is checked thoroughly for errors and mistakes. D 5 Presenting your findings in a clear and logical manner and clearly backing up your arguments with relevant data. E

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