VR and AR, a market projected to grow to $150bn by 2020, surpassing mobile as a growth space. A typically “complex ecosystem” in the fact that you are plugging in an expensive piece of hardware into other 3rd party hardware, configuring OS and software, and the expectation of the consumer is incredibly high.
Typical applications for VR/AR vary from home entertainment, to the arts, to education, to assisting lesser-abled people with experiences they may not otherwise be able to witness. In all cases, the expense, the configuration and the complexity of the system can lead anywhere from disappointment to frustration to a mission-critical failure.
The types of people using this new world of hardware love community and social channels, and therefore Forums, Twitter, Chat and web systems are important, but ideally must be backed up by phone (as a safety-net) to create the true omni-channel experience.
For more information on how we can help specifically with challenges in the VR & AR world, please download the document below