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Huddle Room Statistics

A collection of interesting facts and statistics from around the web

Huddle Room Statistics

Huddle Room Statistics

In the recent State of the State report on Enterprise Video Conferencing from Wainhouse Research, estimates shows that there are 50 million huddle rooms globally.

Research and Markets estimate in 2018 that globally there are 32.4 million huddle rooms and less than 2 percent are video enabled

– Source: Research and Markets

Huddle-room video conferencing is booming. Currently standing at 8.1% of all video meetings, huddle-room meetings will grow exponentially to represent almost 70% of all video conferencing room meetings by 2022

Source: Frost

According to studies, 64% of businesses had video systems set up in a huddle room in 2017.

Source: Biz Tech

 73% of meetings involve only two to four people, but 53% of conference-room space is built for meetings of seven or more.

Source: WSJ

40% of employees say that they waste half an hour per day looking for meeting spaces.

Source: WSJ

93% state open office environments require more huddle spaces.

Source: Cisco

65% indicate half or more of huddle spaces need video conferencing abilities.

Source: Cisco

74% of APAC respondents are using audio, video and content sharing to connect with remote participants.

Source: Polycom

60% of APAC respondents said they would use collaboration technology if made available in small meeting rooms.

Source: Polycom

96% of APAC employees said collaboration technologies helped them to be more productive and work smarter.

Source: Polycom

globally there are 33 million huddle rooms and less than 3% are enabled for video conferencing.

Source: Frost and Sullivan

Huddle room meetings will grow exponentially to represent 77% of all room-based video conferences by 2023.

Source: Frost and Sullivan

97% of  users said they join web or video conferences from their huddle rooms – using Cisco, Microsoft, or GoToMeeting apps most often

Source: Wainhouse Research

52% have issues with huddle room software, such as unable to hear and other technical issues

Source: Wainhouse Research

 

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