Consumer Use Cases of Virtual Reality

Consumer use cases of virtual reality are not yet fully developed. These scenarios may include Recreational uses, Telepresence, Shopping, and Augmented reality. However, more research is needed to understand their potential benefits. Listed below are some common consumer use cases. Continue reading for a closer look at each one.

Recreational uses

VR is becoming a viable way to add new activities to the recreation calendar. Despite its recent popularity, not all recreation staff are familiar with the technology. One study found that not all sites were able to implement VR effectively, because many staff did not have formal training or were not available for the study. The researchers recommend that the following study be performed to determine the feasibility of VR implementation at each site.

Recreational uses of virtual reality can take many forms, from simple exercise to immersive experiences. These immersive experiences enable people to become fully immersed in a virtual world, allowing them to experience the same sensations that others feel. For example, a VR experience can simulate a visit to the Dunhuang Caves, or allow someone to experience the same sights and sounds as they would in real life.


Virtual reality (VR) is a growing trend in retail, and it is redefining the shopping experience. Whether it is enhancing the in-store experience or boosting the digital shopping experience, consumers are interested in this emerging technology. Several companies have already taken advantage of the technology to enhance the shopping experience. For instance, Kate Spade is experimenting with interactive displays in their stores that allow shoppers to customize their bags. And Charlotte Tilbury is using AR mirrors in its stores to show consumers the different makeup options. Other brands, such as Timberland, are using augmented reality for their virtual fitting rooms.

Consumers have become more adventurous and willing to try new ways to buy products, and virtual reality is the next big step. However, consumers need to be assured that it is safe to use. A major step towards this goal is the development of high-quality VR experiences. In addition to that, the rollout of 5G networks is starting to pick up steam, which will ensure uninterrupted virtual reality experiences.

Augmented reality

The growth of augmented reality isn’t limited to the entertainment industry; it’s becoming an integral part of everyday life. By the year 2022, AR is projected to be used in 5% of retail, up from 2% in 2016. Retailers who use AR tools, such as Threekit’s AR, can increase conversion rates by 40%. This can create a tremendous growth opportunity for their businesses.

AR applications include virtual fitting rooms that let customers try on clothing and accessories without physically going to a store. AR-enabled virtual fitting rooms can save valuable retail space because customers can see themselves in a new outfit before buying it. Augmented reality also enables retailers to create an omnichannel shopping experience that nudges online shoppers to spend more.


Virtual reality telepresence is a form of immersive virtual reality that allows people to feel as though they are present in another location. While the technology may not be as realistic as being in a room in which you are physically present, it does allow you to interact with objects in a different location. For example, you can turn on the lights of a distant location, as if you were physically there.

Virtual reality telepresence is still in its early stages, but the promise is enormous. Telepresence can be used to experience face-to-face interactions, enabling people to collaborate on big projects without having to travel to each other’s locations. However, many challenges remain in this area.


Virtual reality in sports is gaining popularity as an immersive experience. It offers viewers the chance to become a part of the action and experience the game like never before. Virtual reality headsets allow viewers to experience the sport from all sides of the field. Users can also watch live matches and visualize the outcome of an event. The technology is useful in many aspects of the sports industry, including the design of sports equipment and apparel.

Sports fans can also experience Augmented Reality as an added layer of information on top of their live experience. Augmented reality will allow fans to get stats, replays, and other data on a game that they cannot see in person. Augmented reality is also a great addition to stadiums, which can transform the experience for fans.

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