A lot of the ‘video as applicable to Travel and Hospitality Industry’ articles focus on brand new experiences that are not mainstream today. Most of the focus here is on Augmented, Virtual or Mixed reality. Virtual Reality (VR) is primarily focused on giving potential customers a view of their ‘target destination’ in the first person. In this use-case, they put in specialized VR headsets and they see themselves in target destinations. In other words, this is very similar to the VR gaming industry, just applied to a different ‘end user experience’. Augmented Reality (AR) on the other hand is becoming more mainstream and is actually offered by many vendors today. For example, Amazon today allows you to shop for items, then ‘place the item anywhere in your house’ to see how it would look using your phone camera and AR. Similarly, several fashion brands allow you to try on catalog items on yourself using AR.
Growing adoption and evolution of smartphones has had a significant impact on the sports and entertainment industries. A recent study by Cisco revealed that 57% of the fans prefer to watch sporting events at home as opposed to the real venues. At a time when millennials are leaning towards mobile and digital technology as their preferred channel for almost everything little and big, stadiums still offer something stimulating and non-replicable that can be leveraged for good – “A total fan experience”.
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