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Virtual Reality & Marketing part 1 of 3

Part 1 of 3 of Virtual Reality & Marketing. In this part there's an overview of what virtual reality is and a few statistics to keep in mind when working with this new technology.

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Virtual Reality & Marketing part 1 of 3

  1. 1. Virtual Reality & Marketing An overview of Virtual reality and how it can be used today.
  2. 2. Table of Contents: Section Title: Page Number: Information About Virtual Reality 3 Statistics 10 Manufactures 15 Companies Using Virtual Reality 27 Considerations 40 Ways to Use Virtual Reality in Marketing 53 Industries That Use Virtual Reality 71 Pros and Cons 77 Virtual Reality Trends 86 Work Cited 96
  3. 3. 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
  4. 4. 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
  5. 5. Virtual Reality & Marketing: The Technology- Leading The Industry: Google Cardboard Samsung 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
  6. 6. 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 ultrasound technology Compiled by author from
  7. 7. 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
  8. 8. Virtual Reality & Marketing: Statistics- Sales of virtual head mounted displays (HMDs) could grow from 200,000 to about 39 million in 5 years VR 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 campaign Oculus 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
  9. 9. 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
  10. 10. 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
  11. 11. Contact Us for the Full Presentation: Mediacontact USA Inc. 13575 58TH Street North #160 Clearwater, Fl. 33760 T: 727 538 4112 E:
  12. 12. Work Cited:  "10 Ways Marketers Can Use Virtual Reality Right Now." Econsultancy. Web. 15 Jan. 2016. <>.  "20 Stats to Make You an Instant Expert on AR and Virtual Reality." Hot Topics. 29 July 2015. Web. 15 Jan. 2016. < the-promise-of-virtual-reality-and-ar/>.  "5 Top Virtual Reality & Augmented Reality Trends 2015." Marxent. 22 Jan. 2015. Web. 15 Jan. 2016. <>.  "Chief Virtual Reality Officer: What's Your VR Strategy?" Similarweb Blog. 13 Jan. 2016. Web. 15 Jan. 2016. <>.  "How Companies Are Marketing with Virtual Reality - Chiefmarketer."Chiefmarketer. 17 Aug. 2015. Web. 15 Jan. 2016. <>.  “Virtual Reality For Marketers: 5 Ways To Succeed With Oculus Rift."Co.Create. 20 Oct. 2014. Web. 15 Jan. 2016. < with-oculus-rift>.  "Virtual Reality: Pros and Cons." Virtualreality007. 18 Mar. 2012. Web. 15 Jan. 2016. <>.  "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. <>.