Virtual Reality & Marketing part 1 of 3
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Transcript of Virtual Reality & Marketing part 1 of 3
Virtual Reality & Marketing
An overview of Virtual reality and how it can be used today.
Table of Contents:
Section Title: Page Number:Information About Virtual Reality 3Statistics 10Manufactures 15Companies Using Virtual Reality 27Considerations 40Ways to Use Virtual Reality in Marketing
53
Industries That Use Virtual Reality 71Pros and Cons 77Virtual Reality Trends 86Work Cited 96
Virtual Reality & Marketing:Definition-
Virtual Reality (VR)-
The use of computer technology to create a simulated environment
VR places the user inside an experience
Users are immersed and able to interact with 3D
worlds
By simulating as many senses as possible the
computer is transformed into a gatekeeper to this artificial world
Limits to near-real VR experiences are the
availability of content and cheap computing power
Compiled by author from marxentlabs.com
Virtual Reality & Marketing:The Technology-
Virtual Reality’s most recognizable
component is the head-mounted display (HMD)
Display technology is what makes immersive Virtual Reality systems
different from other systems
CAVE automatic virtual environments actively display virtual content
onto room-sized screens
Compiled by author from marxentlabs.com
Virtual Reality & Marketing:The Technology-
Leading The
Industry:
Google Cardboar
dSamsung GearVR
Epson Movario
Up And Coming
Players Who May Surprise The Industry
With New Levels Of
Immersion And Usability:
Meta
Avegant Glyph
Daqri
Magic Leap
Compiled by author from marxentlabs.com
Virtual Reality & Marketing:Features-
Audiovisual information is replicated in
Virtual Reality:
Active research and development
efforts are still being conducted
into the other senses
Tactile inputs such as omni-
directional treadmills allow:
Users to feel as though they’re
actually walking through a simulation
Haptics, also known as
kinesthetic or touch
feedback:Has progressed
from simple spinning-weight
“rumble” motors to futuristic ultrasoun
d technology
Compiled by author from marxentlabs.com
Virtual Reality & Marketing:Statistics-
The virtual reality device
market is expected to
reach $407.51 million by 2018
VR $30 billion in revenue by 2020
24 million virtual reality and augmented
reality devices are expected to be sold in 2018
More than 12 million virtual
reality headsets will be sold in
2017
By 2018 the virtual reality market could
reach $7 billion, with $2.3 billion
from VR hardware and
$4.7 billion from software
Compiled by author from hottopics.ht
Virtual Reality & Marketing:Statistics-
Sales of virtual head mounted displays (HMDs) could grow from 200,000 to about 39 million in 5 yearsVR pioneer Oculus exceeded its $250,000 funding goal on Kickstarter within 24 hours, going on to raise over $2.4 million by the end of its campaignOculus only ever sold (via Kickstarter) headsets as developer kits, but it still shifted 100,000
Facebook bought Oculus for $400 million in cash and $1.6 billion in stock – even though Oculus had not released a commercial product
Facebook says Oculus has to sell up to 100m units to make a real difference
Compiled by author from hottopics.ht
Virtual Reality & Marketing:Statistics-
10 people are now working at the Oculus Story
Studio – an internal team
developing ideas around virtual
reality in movies
VR doesn’t need to be expensive
Oculus first big project was Lost,
directed by Saschka Unseld, a former Pixar
animator
Many companies are developing VR headsets:
Sony/PlayStation, Oculus,
Microsoft/Hololens and Samsung
There are 188 virtual reality
headsets currently
available on Amazon
Compiled by author from hottopics.ht
Virtual Reality & Marketing:Statistics-
In 2014, Google launched Cardboard, a kit for creating your own headset made from cardboard, can be bought for $4.08
There are 183 companies describing themselves in the virtual reality category
336 startups list themselves under AR
One of the highest profile first generation virtual reality products was Nintendo’s Virtual Boy
Nintendo shipped 350,000 units making it the firm’s biggest ever flop
Compiled by author from hottopics.ht
Contact Us for the Full Presentation:
Mediacontact USA Inc.13575 58TH Street North #160
Clearwater, Fl. 33760
T: 727 538 4112E: [email protected]
www.mediacontactusa.com
Work Cited: "10 Ways Marketers Can Use Virtual Reality Right Now." Econsultancy. Web. 15 Jan. 2016.
<https://econsultancy.com/blog/66587-10-ways-marketers-can-use-virtual-reality-right-now/>. "20 Stats to Make You an Instant Expert on AR and Virtual Reality." Hot Topics. 29 July 2015. Web.
15 Jan. 2016. <https://www.hottopics.ht/stories/consumer/20-stats-that-will-make-your-eyes-pop-with-the-promise-of-virtual-reality-and-ar/>.
"5 Top Virtual Reality & Augmented Reality Trends 2015." Marxent. 22 Jan. 2015. Web. 15 Jan. 2016. <http://www.marxentlabs.com/top-virtual-reality-augmented-reality-trends-2015/>.
"Chief Virtual Reality Officer: What's Your VR Strategy?" Similarweb Blog. 13 Jan. 2016. Web. 15 Jan. 2016. <http://www.similarweb.com/blog/chief-virtual-reality-officer-whats-your-vr-strategy>.
"How Companies Are Marketing with Virtual Reality - Chiefmarketer."Chiefmarketer. 17 Aug. 2015. Web. 15 Jan. 2016. <http://www.chiefmarketer.com/companies-marketing-virtual-reality/>.
“Virtual Reality For Marketers: 5 Ways To Succeed With Oculus Rift."Co.Create. 20 Oct. 2014. Web. 15 Jan. 2016. <http://www.fastcocreate.com/3037109/virtual-reality-for-marketers-5-ways-to-succeed-with-oculus-rift>.
"Virtual Reality: Pros and Cons." Virtualreality007. 18 Mar. 2012. Web. 15 Jan. 2016. <https://virtualreality007.wordpress.com/virtual-reality-pros-and-cons/>.
"What Is Virtual Reality? VR Definition and Examples | Marxent."Marxent Top Augmented Reality Apps Developer What Is Virtual Reality Definition and Examples Comments. 3 June 2015. Web. 15 Jan. 2016. <http://www.marxentlabs.com/what-is-virtual-reality-definition-and-examples/>.