Virtual reality: How gaming drives corporate VR applications
As a recent survey states, computer and video games are growing in popularity. Surprisingly, even the older generation of 50 years and above is no stranger to gaming or virtual reality. With awareness levels continuously rising, VR applications could be introduced more quickly to the business world, too.
According to a representative study by Bitkom Research conveyed with 1192 respondants aged 14 and above, computer and video games are a widely present activity across all generations. 43 percent play at least occasionally and almost one third (30 percent) of the non-players are generally interested in gaming. The gender doesn’t play a decisive role anymore: Gaming among women (41 percent) is almost as popular as among men (46 percent).
Read more on MyBusinessFuture
MyBusinessFutureMaterial Shortages: What Purchasing and Management Can DoMyBusinessFutureInflation falls: Tax margins instead of hopingMyBusinessFutureNIS-2 Registration: What the Executive Suite Must Do NowMore from the MBF Media Network
cloudmagazinCloudmagazinCloud Trends: Guide for IT Leaders in 2026SecurityTodaySecurityTodayNIS2 Crisis 2026: Three Reporting Channels for the First Incident Hour