The document discusses how virtual reality can be used for marketing research and media. It notes that Lieberman Research Worldwide (LRW) has been a pioneer in using VR for research purposes since 2013. The key benefits outlined are that VR allows researchers to immerse participants in simulated real-world experiences, including experiences that may not be possible in reality, in order to obtain more authentic responses. Some specific applications mentioned include product testing, customer experience modeling, menu design testing, and store/restaurant design evaluation.
Instant Digital Issuance: An Overview With Critical First Touch Best Practices
Adele Gritten - Cutting Edge of NewMR 2015
1. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
#NewMR
2015
Corporate
Sponsors
#NewMR
2015
Supporters
Schlesinger
Associates
Keen
as
Mustard
Using
Virtual
Reality
in
Market
Research
Adele
GriBen
LRW
22
September
2015
2. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
Virtual
Reality
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
&
the
World!
Adele
GriBen
The
contents
of
this
document
are
the
sole
property
of
Lieberman
Research
Worldwide.
3. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
*2014
Greenbook
Research
Industry
Trends
Report
LRW
has
a
40+
year
heritage
conduc<ng
market
research
for
some
of
the
biggest
brands
in
the
world.
Our
groundbreaking
work
uncovering
consumers’
nonconscious
and
emoLons
led
to
LRW’s
formaLon
of
the
PragmaLc
Brain
Science
InsLtute®
and
recogniLon
as
one
of
the
most
innovaLve
companies
in
market
research*
Through
our
work
in
PragmaLc
Brain
Science,
we
met
leading
experts
and
academics
in
Virtual
Reality,
and
realized
the
power
of
this
technology
to
transform
the
way
we
thought
about
market
research.
4. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
VR
is
NOW…
not
the
future
5. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
2015
Last
Year
6. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
How
did
LRW
get
in
to
VR?
7. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
Brand
Proteus®was
LRW’s
first
venture
crea<ng
VR
environments
for
market
research
purposes
(2013-‐2014)
8. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
How
can
we
use
VR
in
Market
Research?
What
are
the
benefits?
9. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
Use
Virtual
Reality
to
Get
Closer
to
Real-‐World
Experiences,
Without
Real-‐World
Barriers.
• Immerse
consumers
into
the
world
you’re
tesLng,
or
use
a
virtual
world
to
capture
informaLon
that
is
impracLcal
or
impossible
with
tradiLonal
techniques.
• While
Virtual
Reality
is
not
ideal
for
all
situaLons
or
studies,
it
is
a
very
powerful
tool
for
circumstances
where
replicaLng
experience
is
imperaLve,
or
where
tradiLonal
methods
are
cost-‐prohibiLve,
take
too
much
Lme,
or
don’t
capture
the
full
picture.
VR
also
enables
experiences
that
don’t
exist
in
the
real
world.
Virtual
Reality
TradiLonal
research
Real-‐world
experiences
10. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
We
can
take
consumers
ANYWHERE
you
can
imagine
11. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
Immersive
nature
increases
authen<city
of
responses
12. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
Significant
Poten<al
for
Menu/Signage
Op<miza<on/Pricing
Studies
13. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
New
Product
Concept
Tes<ng
14. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
Customer
Experience
Model
Tes<ng
15. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
h)p://video.cnbc.com/gallery/?video=3000384968
LRW’
s
First
Live
VR
Project
for
Financial
Services
16. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
Bring
parLcipants
to
any
environment
you
can
imagine
and
switch
out
any
element
at
the
touch
of
a
bu)on
(e.g.,
décor,
queue
design,
store
layout,
interior/exterior
architecture).
STORE/
RESTAURANT
DESIGN
Useful
for
high-‐priced
durables,
high-‐risk
goods;
test
products
that
are
otherwise
expensive
to
mock
up,
need
real-‐world
consumer
experiences
to
understand,
or
require
context
(e.g.,
expensive
new
technology).
NEW
PRODUCT
TESTING
Bring
new
vehicle
designs
to
people
and
allow
them
to
test
drive
or
evaluate
new
designs
and
technology,
without
having
to
build
a
prototype
or
ship
models
to
key
markets.
CAR
CLINICS/
TEST
DRIVES
Build
out
virtual
stores
and
change
pricing,
layout,
in-‐store
signage,
POP
cues,
menu
communicaLons,
and
shelf
design
in
a
more
authenLc
decision-‐making
environment,
sLmulaLng
nonconscious
and
emoLonal
cues.
STORE/SHELF
OPTIMIZATION
&
COMMUNICATIONS
Test
consumer
experience/saLsfacLon
by
tesLng
a
variety
of
customer
service
models,
environments
and
transacLons
in
a
realisLc
and
interacLve
sedng.
CUSTOMER
SERVICE
STUDIES
Test
pricing
in
a
more
real-‐to-‐life
sedng
to
incorporate
less
raLonal
elements
of
purchase
decision
making,
or
to
test
prices
for
newer/disrupLve
products
that
require
consumer
experience
to
gauge
interest.
PRICING
STUDIES
Provide
be)er
measures
of
brand
strength
and
brand
associaLons,
parLcularly
where
the
non-‐conscious
or
emoLons
come
into
play.
BRAND
STUDIES
Summary
of
Example
Research
Applica<ons:
17. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
Alongside
the
MR
bit,
VR
can
be
used
to
enact
real
behavioural
change….
Making
the
World
a
BeBer
Place?
18. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
19. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
Summary
of
the
Ini<al
Applica<ons
We
Are
Exploring:
The
possibiliLes
of
making
the
world
a
be)er
place
are
endless.
Improving
Customer
Service
Team
Building/Team
Development
PresentaLon
Skill
Building
Management
Skill
Building
Public
Speaking
Diversity/Harassment
SensiLvity
Training
LEADERSHIP/
PERSONAL
DEVELOPMENT
Weight
Loss
&
Healthier
EaLng
Pain
Management
Increased
Exercise
Habits
Smoking
CessaLon.
Drug/Alcohol
Recovery
EaLng
Disorder/Body
Image
Treatment
Chemo
Therapy
Treatment
Wellness/Reducing
Sick
Days
PTSD
Treatment
HEALTH
Remote
Learning
EducaLon
in
Developing
Countries
Telemedicine
EDUCATION
PromoLng
Saving
Debt
ReducLon
Responsible
Use
of
Credit
FINANCIAL
SERVICES
PromoLng
Tolerance
Environmentalism/ConservaLon
SOCIAL
IMPACT
Worker
Safety
Training
Drivers
Safety
Reducing
TexLng
While
Driving
Ergonomics
RISK
MANAGEMENT
Product
Development
Adventurous
Experiences
Central
LocaLon
MarkeLng/PromoLonal
Experiences
or
Events
MARKETING
20. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
Adele
GriBen
LRW
Europe
Managing
Director,
Europe
agri)en@LRWonline.com
0203
551
7073
1,
Heathcock
Court,
415,
Strand,
London,
WC2R
0NT
UK
www.LRWonline.com
For
More
Informa<on:
21. Virtual
Reality.
The
Next
Game
Changer
for
Media,
Marke<ng
&
Marke<ng
Research
Adele
Gri)en,
LRW,
UK,
September
2015
Q
&
A
#NewMR
2015
Corporate
Sponsors
#NewMR
2015
Supporters
Schlesinger
Associates
Keen
as
Mustard
Sue
York
Adele
Gri)en
LRW