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A Social Media
Marketing Trend
Analysis:
Augmented &
Virtual Reality
(AR/ VR)
Agenda
Who Cares
About
Social
Media
Marketing?
As of 2021, more than 91% of companies in the U.S. utilize
social media marketing
More than 3.78 billion people (~47.4% of the global population)
use one form of it
It allows companies to reach larger groups of people including
target audiences  different platforms  different benefits 
different demographics
Customer service, data analytic, and viral trend marketing
implications!!!
Learn more about your competitors
Regardless of your business size – use the latest business
solutions to improve online presence
What is
AR/VR?
AR VR
AR/VR
Timeline
1838
Sir Charles Wheatstone
develops concept of
stereopsis or binocular
vision
1935
American science fiction
writer Weinbaum releases
Pygmalion’s Spectacles
where the main character
explores a fictional world
using goggles (VR)
1950s -1970s
1956 - Heilig creates
Sensorama (first VR
machine)
1961 – Philco creates
Headsight headset (VR)
1968 – Harvard professor
Sutherland designs first AR
headset (Sword of
Damocles)
1970s- MIT creates
Aspen Movie Map
1980s - 2000
1987 – VPL Research Inc
first to sell VR googles and
gloves and the term ‘virtual
reality’ was termed
1990s- AR termed by Tom
Caudell. VR arcade
machines released (Sega
VR-1). VR headsets
becoming available for
2010-2015 2016-2020
2016 – Microsoft releases
HoloLens headset
(AR/MR). Pokemon go
released
2017 – AR becomes
mainstream (Ikea, Lowes,
etc)
2020 – AR/VR extends to a
wide range of industries
2010 - 18-year old
Palmer Luckey creates
Oculus Rift VR
prototype
2014 – Sony and
Samsung create own
VR headsets, Google
releases Cardboard
device and Google
Glass AR glasses
Evolution of Marketing – Why is AR / VR
Relevant in Social Media?
• Technological innovations have
continuously impacted digital
marketing
• A shift is occurring as the ‘website’
is losing traction as the primary
source for online conversations
• Mobile apps, chat apps, and voice
activated devices continue to
engage consumers
• AR/VR originated in the entertainment
industry but is quickly adapting to
marketing
• Social media is all about engagement
and interaction  AR/VR enhances
content, changes the way things look
and feel, and allows users to experience
a virtual version of product offering
• This technology creates a lot of hype
and leads to free word-of-mouth
advertising
Why Use AR/VR in Social Media
Marketing?
Social media
platforms are
highly competitive
marketing tools
Use AR/VR to get a
competitive edge &
increase brand
recognition  new
method to engage and
approach clients
The technology is
still new and
emerging  lower
barriers of entry
VR & AR can
improve promotion
and advertising
efforts
People love branded
filters. Products and
services can be
explored, decrease
buyer’s remorse 
decrease in returns &
increase in sales
Allows brands to stay
in touch with clients
(CRMs) & keep up
with social media
trends (incorporate
viral trends with
AR/VR technologies)
Social Media Marketers Constantly Develop New
Content  Develop it for AR/VR Purposes
Fix the #1 Barrier in its Industry!
The Quest for Trendyness
Case Study
#1 – Lowe’s
Holoroom
Case Study #2 –
Gucci Partners with
Snapchat
Case Study #3 – The
Pokemon Go Global
Cultural Phenomenon
The Future of AR/VR Technology in
Social Media Marketing
“Virtual Reality and Augmented
Reality Have Donned a Reputation
of Being an Unfulfilled Promise for
Years. While it Has Not Lived Up to
its Profound Potential, Statistics
Show that the Technology is
Making Massive Leaps and
Bounds, and its Near Future is
Mesmerizing to Behold” (Gilbert,
2021)
The Augmented Reality, Virtual
Reality, and Mixed Reality
Market is Expected to Jump by
More than $220 Billion Between
2021 - 2028
From 2019-2024 – a 77% CAGR
is Expected and Global
Investing into the Technology
Rose 78.5% from 2019 to 2020
Picture the Untapped Potential
Being Incorporated with Social
Media Marketing – Will it
Trend?
• Baby steps - start easy with basic AR technology (app) that users can
entertain right off their phones
• Choose an AR app type (Location-Based, Marker-Based, Superimposition,
etc.). You’ll be surprised by how many there are!
• Develop content (video, 3D models, animation, 360 video)-for that app
with a specific goal/purpose in mind & incorporate into social media
marketing scheme  Make accessible to target audience. Track user data
(click-throughs, conversion, feedback) and utilize social listening
/monitoring
• AR applications can cost from $7,000 to $50,000 to make, with more
complex ones costing up to $250,000. Dive into VR when it makes sense
Business Implementation
Thank You
REFERENC
ES
Boiko, O. (2022, August 14). How much does augmented reality cost + examples. How Much Does AR Cost: What Influence the Price of the AR Solution.
Retrieved August 21, 2022, from https://wear-studio.com/cost-of-augmented-reality/
Fade, L. (2022, March 24). 8 inspiring examples of VR for marketing. VR Vision Group. Retrieved August 21, 2022, from https://vrvisiongroup.com/8-
inspiring-examples-of-vr-for-marketing/
Gilbert, N. (2022, January 14). 74 virtual reality statistics you must know in 2021/2022: Adoption, usage & market share. 74 Virtual Reality Statistics You
Must Know in 2021/2022: Adoption, Usage & Market Share. Retrieved August 21, 2022, from https://financesonline.com/virtual-reality-statistics/
Griffin, T. (2020, January 8). Council post: How augmented reality can boost social media marketing. How Augmented Reality Can Boost Social Media
Marketing. Retrieved August 21, 2022, from https://www.forbes.com/sites/forbestechcouncil/2020/01/08/how-augmented-reality-can-boost-social-media-
marketing/?sh=502fe44f3604
Hassall, I. (2016, July 19). How pokémon go has evolved digital marketing. SMSGlobal. Retrieved August 21, 2022, from
https://www.smsglobal.com/blog/pokemon-go-location-based-marketing/
Holoroom How to. Lowe's Innovation Labs. (n.d.). Retrieved August 21, 2022, from https://www.lowesinnovationlabs.com/projects/holoroom-how-to
Iqbal, M. (2022, June 30). Pokémon go revenue and usage statistics (2022). BusinessofApps. Retrieved August 21, 2022, from
https://www.businessofapps.com/data/pokemon-go-statistics/
Marr, B. (2021, May 17). The fascinating history and evolution of extended reality (XR) – covering AR, VR and mr. Retrieved August 21, 2022, from
https://www.forbes.com/sites/bernardmarr/2021/05/17/the-fascinating-history-and-evolution-of-extended-reality-xr--covering-ar-vr-and-
mr/?sh=34f5a3844bfd
Petrenko, V. (2021, August 31). AR/VR in social media marketing. Augmented and Virtual Reality in Social Media Marketing. Retrieved August 21, 2022,
from https://wear-studio.com/augmented-and-virtual-reality-in-social-media-
marketing/#:~:text=AR%20and%20VR%20allow%20brands,up%20with%20what%20interests%20them

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AR/VR Implications in Social Media Marketing

  • 1. A Social Media Marketing Trend Analysis: Augmented & Virtual Reality (AR/ VR)
  • 3. Who Cares About Social Media Marketing? As of 2021, more than 91% of companies in the U.S. utilize social media marketing More than 3.78 billion people (~47.4% of the global population) use one form of it It allows companies to reach larger groups of people including target audiences  different platforms  different benefits  different demographics Customer service, data analytic, and viral trend marketing implications!!! Learn more about your competitors Regardless of your business size – use the latest business solutions to improve online presence
  • 5. AR/VR Timeline 1838 Sir Charles Wheatstone develops concept of stereopsis or binocular vision 1935 American science fiction writer Weinbaum releases Pygmalion’s Spectacles where the main character explores a fictional world using goggles (VR) 1950s -1970s 1956 - Heilig creates Sensorama (first VR machine) 1961 – Philco creates Headsight headset (VR) 1968 – Harvard professor Sutherland designs first AR headset (Sword of Damocles) 1970s- MIT creates Aspen Movie Map 1980s - 2000 1987 – VPL Research Inc first to sell VR googles and gloves and the term ‘virtual reality’ was termed 1990s- AR termed by Tom Caudell. VR arcade machines released (Sega VR-1). VR headsets becoming available for 2010-2015 2016-2020 2016 – Microsoft releases HoloLens headset (AR/MR). Pokemon go released 2017 – AR becomes mainstream (Ikea, Lowes, etc) 2020 – AR/VR extends to a wide range of industries 2010 - 18-year old Palmer Luckey creates Oculus Rift VR prototype 2014 – Sony and Samsung create own VR headsets, Google releases Cardboard device and Google Glass AR glasses
  • 6. Evolution of Marketing – Why is AR / VR Relevant in Social Media? • Technological innovations have continuously impacted digital marketing • A shift is occurring as the ‘website’ is losing traction as the primary source for online conversations • Mobile apps, chat apps, and voice activated devices continue to engage consumers • AR/VR originated in the entertainment industry but is quickly adapting to marketing • Social media is all about engagement and interaction  AR/VR enhances content, changes the way things look and feel, and allows users to experience a virtual version of product offering • This technology creates a lot of hype and leads to free word-of-mouth advertising
  • 7. Why Use AR/VR in Social Media Marketing? Social media platforms are highly competitive marketing tools Use AR/VR to get a competitive edge & increase brand recognition  new method to engage and approach clients The technology is still new and emerging  lower barriers of entry VR & AR can improve promotion and advertising efforts People love branded filters. Products and services can be explored, decrease buyer’s remorse  decrease in returns & increase in sales Allows brands to stay in touch with clients (CRMs) & keep up with social media trends (incorporate viral trends with AR/VR technologies)
  • 8.
  • 9. Social Media Marketers Constantly Develop New Content  Develop it for AR/VR Purposes Fix the #1 Barrier in its Industry!
  • 10. The Quest for Trendyness
  • 11.
  • 12. Case Study #1 – Lowe’s Holoroom
  • 13. Case Study #2 – Gucci Partners with Snapchat
  • 14. Case Study #3 – The Pokemon Go Global Cultural Phenomenon
  • 15. The Future of AR/VR Technology in Social Media Marketing “Virtual Reality and Augmented Reality Have Donned a Reputation of Being an Unfulfilled Promise for Years. While it Has Not Lived Up to its Profound Potential, Statistics Show that the Technology is Making Massive Leaps and Bounds, and its Near Future is Mesmerizing to Behold” (Gilbert, 2021) The Augmented Reality, Virtual Reality, and Mixed Reality Market is Expected to Jump by More than $220 Billion Between 2021 - 2028 From 2019-2024 – a 77% CAGR is Expected and Global Investing into the Technology Rose 78.5% from 2019 to 2020 Picture the Untapped Potential Being Incorporated with Social Media Marketing – Will it Trend?
  • 16. • Baby steps - start easy with basic AR technology (app) that users can entertain right off their phones • Choose an AR app type (Location-Based, Marker-Based, Superimposition, etc.). You’ll be surprised by how many there are! • Develop content (video, 3D models, animation, 360 video)-for that app with a specific goal/purpose in mind & incorporate into social media marketing scheme  Make accessible to target audience. Track user data (click-throughs, conversion, feedback) and utilize social listening /monitoring • AR applications can cost from $7,000 to $50,000 to make, with more complex ones costing up to $250,000. Dive into VR when it makes sense Business Implementation
  • 18. REFERENC ES Boiko, O. (2022, August 14). How much does augmented reality cost + examples. How Much Does AR Cost: What Influence the Price of the AR Solution. Retrieved August 21, 2022, from https://wear-studio.com/cost-of-augmented-reality/ Fade, L. (2022, March 24). 8 inspiring examples of VR for marketing. VR Vision Group. Retrieved August 21, 2022, from https://vrvisiongroup.com/8- inspiring-examples-of-vr-for-marketing/ Gilbert, N. (2022, January 14). 74 virtual reality statistics you must know in 2021/2022: Adoption, usage & market share. 74 Virtual Reality Statistics You Must Know in 2021/2022: Adoption, Usage & Market Share. Retrieved August 21, 2022, from https://financesonline.com/virtual-reality-statistics/ Griffin, T. (2020, January 8). Council post: How augmented reality can boost social media marketing. How Augmented Reality Can Boost Social Media Marketing. Retrieved August 21, 2022, from https://www.forbes.com/sites/forbestechcouncil/2020/01/08/how-augmented-reality-can-boost-social-media- marketing/?sh=502fe44f3604 Hassall, I. (2016, July 19). How pokémon go has evolved digital marketing. SMSGlobal. Retrieved August 21, 2022, from https://www.smsglobal.com/blog/pokemon-go-location-based-marketing/ Holoroom How to. Lowe's Innovation Labs. (n.d.). Retrieved August 21, 2022, from https://www.lowesinnovationlabs.com/projects/holoroom-how-to Iqbal, M. (2022, June 30). Pokémon go revenue and usage statistics (2022). BusinessofApps. Retrieved August 21, 2022, from https://www.businessofapps.com/data/pokemon-go-statistics/ Marr, B. (2021, May 17). The fascinating history and evolution of extended reality (XR) – covering AR, VR and mr. Retrieved August 21, 2022, from https://www.forbes.com/sites/bernardmarr/2021/05/17/the-fascinating-history-and-evolution-of-extended-reality-xr--covering-ar-vr-and- mr/?sh=34f5a3844bfd Petrenko, V. (2021, August 31). AR/VR in social media marketing. Augmented and Virtual Reality in Social Media Marketing. Retrieved August 21, 2022, from https://wear-studio.com/augmented-and-virtual-reality-in-social-media- marketing/#:~:text=AR%20and%20VR%20allow%20brands,up%20with%20what%20interests%20them

Editor's Notes

  1. Marr, B. (2021, May 17). The fascinating history and evolution of extended reality (XR) – covering AR, VR and mr. Retrieved August 21, 2022, from https://www.forbes.com/sites/bernardmarr/2021/05/17/the-fascinating-history-and-evolution-of-extended-reality-xr--covering-ar-vr-and-mr/?sh=34f5a3844bfd
  2. Fade, L. (2022, March 24). 8 inspiring examples of VR for marketing. VR Vision Group. Retrieved August 21, 2022, from https://vrvisiongroup.com/8-inspiring-examples-of-vr-for-marketing/
  3. Petrenko, V. (2021, August 31). AR/VR in social media marketing. Augmented and Virtual Reality in Social Media Marketing. Retrieved August 21, 2022, from https://wear-studio.com/augmented-and-virtual-reality-in-social-media-marketing/#:~:text=AR%20and%20VR%20allow%20brands,up%20with%20what%20interests%20them.
  4. Gilbert, N. (2022, January 14). 74 virtual reality statistics you must know in 2021/2022: Adoption, usage & market share. 74 Virtual Reality Statistics You Must Know in 2021/2022: Adoption, Usage & Market Share. Retrieved August 21, 2022, from https://financesonline.com/virtual-reality-statistics/
  5. Gilbert, N. (2022, January 14). 74 virtual reality statistics you must know in 2021/2022: Adoption, usage & market share. 74 Virtual Reality Statistics You Must Know in 2021/2022: Adoption, Usage & Market Share. Retrieved August 21, 2022, from https://financesonline.com/virtual-reality-statistics/
  6. Gilbert, N. (2022, January 14). 74 virtual reality statistics you must know in 2021/2022: Adoption, usage & market share. 74 Virtual Reality Statistics You Must Know in 2021/2022: Adoption, Usage & Market Share. Retrieved August 21, 2022, from https://financesonline.com/virtual-reality-statistics/ Griffin, T. (2020, January 8). Council post: How augmented reality can boost social media marketing. How Augmented Reality Can Boost Social Media Marketing. Retrieved August 21, 2022, from https://www.forbes.com/sites/forbestechcouncil/2020/01/08/how-augmented-reality-can-boost-social-media-marketing/?sh=502fe44f3604
  7. Gilbert, N. (2022, January 14). 74 virtual reality statistics you must know in 2021/2022: Adoption, usage & market share. 74 Virtual Reality Statistics You Must Know in 2021/2022: Adoption, Usage & Market Share. Retrieved August 21, 2022, from https://financesonline.com/virtual-reality-statistics/
  8. Fade, L. (2022, March 24). 8 inspiring examples of VR for marketing. VR Vision Group. Retrieved August 21, 2022, from https://vrvisiongroup.com/8-inspiring-examples-of-vr-for-marketing/ Holoroom How to. Lowe's Innovation Labs. (n.d.). Retrieved August 21, 2022, from https://www.lowesinnovationlabs.com/projects/holoroom-how-to
  9. Williams, R. (2020, June 30). Gucci unveils 1st Global Shoe Try-on in Snapchat. Dive Brief. Retrieved August 21, 2022, from https://www.marketingdive.com/news/gucci-unveils-1st-global-shoe-try-on-in-snapchat/580766/
  10. Hassall, I. (2016, July 19). How pokémon go has evolved digital marketing. SMSGlobal. Retrieved August 21, 2022, from https://www.smsglobal.com/blog/pokemon-go-location-based-marketing/ Iqbal, M. (2022, June 30). Pokémon go revenue and usage statistics (2022). BusinessofApps. Retrieved August 21, 2022, from https://www.businessofapps.com/data/pokemon-go-statistics/
  11. Gilbert, N. (2022, January 14). 74 virtual reality statistics you must know in 2021/2022: Adoption, usage & market share. 74 Virtual Reality Statistics You Must Know in 2021/2022: Adoption, Usage & Market Share. Retrieved August 21, 2022, from https://financesonline.com/virtual-reality-statistics/
  12. Boiko, O. (2022, August 14). How much does augmented reality cost + examples. How Much Does AR Cost: What Influence the Price of the AR Solution. Retrieved August 21, 2022, from https://wear-studio.com/cost-of-augmented-reality/