- 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
damien.lefebvre@valtech.ca
14. 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.
15. 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.
22. 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.
24. …the future is 3D bright
Investors and users joined the VR playground and
the VR industry is here to stay.
25. $1.1B were invested
during the first quarter of 2016
…while $6.1B were invested in virtual and augmented reality by 2015.
Source:
26.
27. 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
28. 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
30. 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”.
33. 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
34.
35.
36. The New York
Times brought Virtual
Reality into the
homes of their 1.3
million subscribers,
showed them the
potentials of the
technology ahead.
38. 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
39.
40. 2
what are the areas that will be
reshaped by Virtual Reality?
41. “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.
46. Google’s Tilt Brush on
the HTC Vive VR
headset will make you
feel like a 3D artist.
47.
48.
49. 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.
50.
51. All areas of disruption can become a source of inspiration for
retailers lifestyle and sport manufacturers.
key takeaways
…and more
54. 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.
55. “Loyalty is about emotion first, behavior second. Loyalty is powered by
emotion; repeat purchases are the result.”
Harvard Business Review
EMOTION = LOYALTY
57. 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.
76. 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?
Google Makes Huge Bet On 'Magic Leap' Virtual Reality Tech
http://www.huffingtonpost.co.uk/2014/10/22/google-magic-leap_n_6026676.html
A new set of enabling technologies – including faster processor speeds and higher-resolution graphics – are driving a second wave of adoption and experimentation. The result will be a transformative technology that reaches far beyond gaming to reshape multiple industries, from retail to travel to hospitality.
http://mashable.com/2016/03/02/coca-cola-vr-cardboard/?utm_cid=mash-com-fb-main-link#OZNQTwQMWSqr
Even, large non-media companies are starting to notice the popularity of VR and appear to be rooting for it.
Top athletes and sport organizations focus on improving physical performance. Immersive Virtual reality combined with real time motion analysis is becoming a primary training tool for many athletes, coaches and trainers. Teams and athletes allways need an extra edge. Gait analysis and training can be used for sport related research and therapy.
http://vrscout.com/projects/jaunt-and-north-face-virtual-reality-retail/
Website, dedicated platform, app, social
media…
http://vrscout.com/projects/toms-virtual-reality-giving-trips/
https://www.ted.com/talks/chris_milk_how_virtual_reality_can_create_the_ultimate_empathy_machine?language=en
http://vrscout.com/projects/toms-virtual-reality-giving-trips/
https://www.youtube.com/watch?v=gpOZIdqYMlU
Website, dedicated platform, app, social
media