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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	
  
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.	
  
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.	
  
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	
  	
  
Virtual	
  Reality.	
  The	
  Next	
  Game	
  Changer	
  for	
  Media,	
  Marke<ng	
  &	
  Marke<ng	
  Research	
  
Adele	
  Gri)en,	
  LRW,	
  UK,	
  September	
  2015	
  
2015	
  Last	
  Year	
  
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?	
  
	
  
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)	
  
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?	
  
	
  
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	
  
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	
  
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	
  
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	
  
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	
  
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	
  
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	
  
	
  
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:	
  
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?	
  
	
  
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	
  
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	
  
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:	
  
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	
  

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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