Case Study – Immersive Technology

Case Study

Immersive Technology

Research Objective

To explore the way organizations are leveraging immersive experiences to provide the best customer and employee experience.

Organizations focus significant efforts on providing the best-in-class experience to consumers in the hopes of retaining them. Global spending on customer experience technology is estimated to reach 641 billion by 2022. Immersive experiences help organizations solve these challenges. Immersive experiences do not just provide a different experience to consumers. They also help organizations improve their employee experience (EX)

Case Study 52 (Immersive technology)

Targeted Countries & distribution

  • 1200 – USA
  • 800 – Japan
  • 800 – South Korea
  • 640 – Canada
  • 480 – Sweden
  • 400 – Australia
  • 800 – Germany
  • 800 – France
  • 640 – United Kingdom
  • 480 – Spain
  • 480 – Italy
  • 480 – Netherlands

Sample Size

8000

Methodology

Quantitative

Targeted Group

Consumers with 50% of them having immersive experience, and with 20% of them being AR/VR gamers of the multiplayer category.

Outcomes

The research was successful in imparting data on –

How syndicates are leveraging immersive experiences to dispense top consumer and employee experience.

How consumer experience can positively influence consumer loyalty.

How to remain unique in order to drive loyalty while delivering the best CX.