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Valtech - Réalité virtuelle : analyses, perspectives, démonstrations


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- En quoi la réalité virtuelle est-elle un nouveau vecteur de conversation avec notre consommateur ?
- Quels sont ses réels impacts aujourd’hui ?
- Quelles sont les industries qui ont osé sauter le pas ?

La réalité virtuelle est désormais un atout dans le portfolio marketing et devient un outil incontestable pour créer de l’engagement.

Damien Lefebvre
Co-president, Canada

Published in: Marketing
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Valtech - Réalité virtuelle : analyses, perspectives, démonstrations

  2. 2. shoppers demand for more experiences and less linear communication.
  3. 3. virtual reality creates a new level of interaction with shoppers.
  4. 4. virtual reality reinvents the customer journey from home to in-store.
  5. 5. At valtech, we engineer experiences to meet business and users needs.
  6. 6. 22 offices 11 countries 2,000 employees 2 canadian offices
  7. 7. Hi, my name is Jeff
  8. 8. #learn
  9. 9. #inspire
  10. 10. #shop
  11. 11. let’s start with a definition…
  12. 12. Virtual Reality places the user inside a virtual world, immersing him.
  13. 13. the potential of VR is to reimagine reality, to personalise it – to allow access to objects, places and people that are out of reach in the real world.
  14. 14. VR is not novel; it’s a series of visionaries and innovations. But most, VR as we know it was created by a handful of pioneers in the 1950s and 1960s and afterwards the 1990s.
  15. 15. 1935
  16. 16. ~1985
  17. 17. ~1990
  18. 18. ~1995
  19. 19. 2016
  20. 20. virtual reality is in the midst of a rebirth. The result will be a transformative technology that reaches far beyond gaming to reshape multiple industries, from retail to travel to hospitality.
  21. 21. 1 why do we talk about VR in 2016?
  22. 22. …the future is 3D bright Investors and users joined the VR playground and the VR industry is here to stay.
  23. 23. $1.1B were invested during the first quarter of 2016 …while $6.1B were invested in virtual and augmented reality by 2015. Source:
  24. 24. Number of active virtual reality users worldwide from 2014 to 2018 (in millions) 0 20 40 60 80 100 120 140 160 180 200 2014 2015 2016 2017 2018 Early Majority/KT&T Early Adopters/Light Gamers Innovators/Hardcore Gamers Source: KZero Statista 2015
  25. 25. Numbers of Shares per 10,000 Views on Youtube 0 2 4 6 8 10 12 14 16 Videos About New Cellphones Videos About Virtual Reality Videos About Cellphone Concepts # of Shares per 10,000 Views Source: PiperJaffray, Business Insider
  26. 26. better technology better price point better headsets more users=
  27. 27. how do I access VR content? …VR has a strong ecosystem of content and creators and powerful social channels and mainstream media that will get VR in every “home”.
  28. 28. Investments supported the rise of VR creators that transformed the technology into relevant and captivating content.
  29. 29. An Oculus Rift in Every Home - Facebook’s 2B $ bet “VR is going to need 10 years become a very mainstream big thing. But we’re committed to this, we have the resources to be able to invest and use these investments across the world (…).” -Mark Zuckerberg, March 2016
  30. 30. The New York Times brought Virtual Reality into the homes of their 1.3 million subscribers, showed them the potentials of the technology ahead.
  31. 31. Netflix ?
  32. 32. Yes, virtual reality is an emerging technology. But by being supported by a complete and solid ecosystem, it’s about to go mainstream... key takeaways
  33. 33. 2 what are the areas that will be reshaped by Virtual Reality?
  34. 34. “with Virtual Reality, your mind is tricked to think she is whatever, we tell her to be.” David Sackman – Ted Talk, Virtual reality for positive change and behavior.
  35. 35. entertainment artshealth travel gamingsports …and more
  36. 36. Arts
  37. 37. Google’s Tilt Brush on the HTC Vive VR headset will make you feel like a 3D artist.
  38. 38. VR, a Health and Sport catalyst Virtual behavior may even affect real-world health. According to Standford University, if you watch yourself exercise for 5 minutes you'll exercise an hour more that week.
  39. 39. All areas of disruption can become a source of inspiration for retailers lifestyle and sport manufacturers. key takeaways …and more
  40. 40. 3 why virtual reality is emotion
  41. 41. brand emotion=
  42. 42. with emotion as end result of the experience, we need to see VR as a gate into building even more meaningful and authentic customer relationships.
  43. 43. “Loyalty is about emotion first, behavior second. Loyalty is powered by emotion; repeat purchases are the result.” Harvard Business Review EMOTION = LOYALTY
  44. 44. 4 when virtual reality meets shoppers
  45. 45. by removing the barrier of too little information or interaction, VR will have endless of possibilities when it comes to better interacting and communicating with their customers.
  46. 46. Brand Storytelling THE NORTH FACE
  47. 47. Social Storytelling TOMS
  48. 48. Exclusive Content TOP SHOP
  49. 49. 1/3 Immersive Product Testing MERRELL
  50. 50. 2/3 Immersive Product Testing THERMADOR
  51. 51. 2/3 Immersive Product Testing LOWE’S
  52. 52. V-commerce THE APARTMENT
  53. 53. 5 How do you develop a VR experience?
  54. 54. 5 5 fundamental questions before jumping in?
  55. 55. brand 1 2 3 4 5 Can VR enhance my product and shopper experience? Am I willing to test in the market place early? What type of experience do I need to meet my business goal? Which platform will best support my experience? Who should be involved from my organization?
  56. 56. thank you