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AR and VR in Advertising
Virtual Reality and Augmented Reality
in Advertising
AR and VR in Advertising
Overview

AR and VR have emerged as mediums for brands to
communicate with people. 

This deck was created with the intended purpose of
showcasing how brands have leveraged these two
mediums.

Analysis and opinions are heuristic.
2
Created by Ruben Gomez for AAU
AR and VR in Advertising
What we will cover today

0. AR and VR definitions

1. Types of AR and VR experiences
2. AR and VR market size
3. Branded AR and VR examples
4. The algorithm to a good AR and VR experience
3
AR and VR in Advertising
The three recognizable types of VR and AR experiences
4
0
AR and VR in Advertising
What’s the difference?
AR
VR
AR or Augmented Reality is computer-generated content overlaid on a
real world environment. AR hardware comes in many forms, including
devices that you can carry, such as handheld displays, and devices you
wear, such as headsets, and glasses.
VR or Virtual Reality is best described as an illusion of reality created by
a computer system. A person may enter a world of virtual reality by
putting on special glasses and headphones attached to a computer
system running the virtual reality program. These devices immerse the
user with the sights and sounds of the virtual world.
AR Credit: https://techterms.com/definition/augmented_reality
VR Credit: https://techterms.com/definition/virtualreality
5
AR and VR in Advertising
The three recognizable types of AR and VR experiences
6
1
AR and VR in Advertising
Types of VR and AR creative executions
APP/Gear OOH/Experiential Embedded
AR
VR
7
Snapchat’s AR Dancing Hotdog
Samsung - Rhianna Anti diaRy VROld Irish VR Journey to Ireland
Coca Cola AR Arctic Home CampaignNiantic’s AR Pokémon Go app
Google Cardboard VR Headset
AR and VR in Advertising
A birds eye view of the AR and VR market
8
2
AR and VR in Advertising
Facebook, Google, and
Apple are just a few of
the companies working
on AR and VR tech
AR and VR in Advertising
Branded AR and VR examples
10
3
AR and VR in Advertising
ARAPP/Gear
Nissan Die Hard Fan App
Source: https://www.nissanusa.com/diehard-fan-app/
What: Nissan designed an AR app that allowed college sports fans to
show their pride by using filters that overlaid onto a users face.
Strengths: 

- Nissan owns the experience which means they can create filters for more
schools and deploy them fairly easily

- They can obtain data from if and how people are sharing these filters

- They can be top of mind for college sports fandoms
Drawbacks: 

- A person needs to download the app (requires additional marketing efforts)

- Only appropriate during college football season

- Automakers brand image around college doesn't carry a rich history
11
AR and VR in Advertising
APP/Gear
KLM Virtual Flight Upgrader
What: KLM created an app and a branded VR headset that was given to
budget airline passengers. Passengers could experience what it would
be like to fly KLM.
Strengths: 

- Created a new point of reference for flyers to judge KLM’s experience

- Branded headset and owned app

- They essentially hacked the lowest hanging fruit
Drawbacks: 

- It doesn't scale

- People need to download an app

- Use case is inconsistent for most / I don’t fly everyday
source: https://www.youtube.com/watch?time_continue=1&v=PwTFsXDmHx0
VR
12
AR and VR in Advertising
AROOH/Experiential
Pepsi Max Unbelievable Bus Shelter
What: Pepsi Max created an AR experience at a bus shelter by using a
giant screen and camera to project some insane visuals that felt like they
were straight out of a movie.
Strengths: 

- Highly engaging beyond just product

- Shareable

- Cultural relevance
Drawbacks: 

- Lack of scale

- Novelty
source: https://www.youtube.com/watch?v=Go9rf9GmYpM13
AR and VR in Advertising
OOH/Experiential
Lockheed Martin Mission to Mars
What: Lockheed Martin created a VR experience for kids to learn about
Mars. The aerospace company placed screens inside of a school bus
that took kids on a virtual space exploration.
Strengths: 

- First of its kind

- Cultural + Brand relevance 

- Informative and fun
Drawbacks: 

- Pricey

- Limited space (seats)
source: https://www.youtube.com/watch?v=X5JTb_7qv78
VR
14
AR and VR in Advertising
AREmbedded
Gatorade Snapchat Filter
What: Gatorade created a Snapchat filter that brought awareness to a
new generation by giving everyone the opportunity to see what it’s like to
be a part of the iconic moment get dunked at the Super Bowl.
Strengths: 

- Known behavior (Snapchat lenses)

- Easily shareable

- Cultural + Brand relevance 

- Audience does not need to download additional software/app
Drawbacks: 

- Limited only to during Super Bowl

- Pricey

- Can potentially resonate with only football fans
source: https://www.youtube.com/watch?v=sTYCg10X0xI15
AR and VR in Advertising
Embedded
Google Arts & Culture VR App
What: Google teamed up with museums around the world to create a VR
app that acts as an information guide to all things art and culture.
Strengths: 

- Museums don’t need to create their own VR experiences 

- Shareable

- Cultural + Brand relevance
Drawbacks: 

- How does a museum gain visibility? 

- All experiences look the same
source: https://www.youtube.com/watch?time_continue=82&v=bp4oa7MHg88
VR
16
AR and VR in Advertising
The three main components (outside of engineering) that
make for a good AR and VR branded experience
17
4
AR and VR in Advertising
The algorithm
Scale
Can everyone use it with
little effort? 

Everyone should be able to
take part if they wanted to.
This also helps advertisers
feel that they are getting the
most reach for their ad
dollars
Brand + Culture
Relevancy
“Share-ability”
Is your experience a good tie
between what your brand stands
for and culture?

It should feel authentic to your
audience otherwise you might be
trying to hard.
Is there a component to your
experience that allows people to
share it with their friends? Is it
Instagram-able? Snapchat-able?
Facebook-able? Tweet-able?
(Eye roll. I’ll stop)

Your audience should be able to
share it via at least one channel.
Components of a good AR or VR experience
1 2 3
18
AR and VR in Advertising
Thanks

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AR and VR in Advertising

  • 1. AR and VR in Advertising Virtual Reality and Augmented Reality in Advertising
  • 2. AR and VR in Advertising Overview AR and VR have emerged as mediums for brands to communicate with people. This deck was created with the intended purpose of showcasing how brands have leveraged these two mediums. Analysis and opinions are heuristic. 2 Created by Ruben Gomez for AAU
  • 3. AR and VR in Advertising What we will cover today 0. AR and VR definitions 1. Types of AR and VR experiences 2. AR and VR market size 3. Branded AR and VR examples 4. The algorithm to a good AR and VR experience 3
  • 4. AR and VR in Advertising The three recognizable types of VR and AR experiences 4 0
  • 5. AR and VR in Advertising What’s the difference? AR VR AR or Augmented Reality is computer-generated content overlaid on a real world environment. AR hardware comes in many forms, including devices that you can carry, such as handheld displays, and devices you wear, such as headsets, and glasses. VR or Virtual Reality is best described as an illusion of reality created by a computer system. A person may enter a world of virtual reality by putting on special glasses and headphones attached to a computer system running the virtual reality program. These devices immerse the user with the sights and sounds of the virtual world. AR Credit: https://techterms.com/definition/augmented_reality VR Credit: https://techterms.com/definition/virtualreality 5
  • 6. AR and VR in Advertising The three recognizable types of AR and VR experiences 6 1
  • 7. AR and VR in Advertising Types of VR and AR creative executions APP/Gear OOH/Experiential Embedded AR VR 7 Snapchat’s AR Dancing Hotdog Samsung - Rhianna Anti diaRy VROld Irish VR Journey to Ireland Coca Cola AR Arctic Home CampaignNiantic’s AR Pokémon Go app Google Cardboard VR Headset
  • 8. AR and VR in Advertising A birds eye view of the AR and VR market 8 2
  • 9. AR and VR in Advertising Facebook, Google, and Apple are just a few of the companies working on AR and VR tech
  • 10. AR and VR in Advertising Branded AR and VR examples 10 3
  • 11. AR and VR in Advertising ARAPP/Gear Nissan Die Hard Fan App Source: https://www.nissanusa.com/diehard-fan-app/ What: Nissan designed an AR app that allowed college sports fans to show their pride by using filters that overlaid onto a users face. Strengths: - Nissan owns the experience which means they can create filters for more schools and deploy them fairly easily - They can obtain data from if and how people are sharing these filters - They can be top of mind for college sports fandoms Drawbacks: - A person needs to download the app (requires additional marketing efforts) - Only appropriate during college football season - Automakers brand image around college doesn't carry a rich history 11
  • 12. AR and VR in Advertising APP/Gear KLM Virtual Flight Upgrader What: KLM created an app and a branded VR headset that was given to budget airline passengers. Passengers could experience what it would be like to fly KLM. Strengths: - Created a new point of reference for flyers to judge KLM’s experience - Branded headset and owned app - They essentially hacked the lowest hanging fruit Drawbacks: - It doesn't scale - People need to download an app - Use case is inconsistent for most / I don’t fly everyday source: https://www.youtube.com/watch?time_continue=1&v=PwTFsXDmHx0 VR 12
  • 13. AR and VR in Advertising AROOH/Experiential Pepsi Max Unbelievable Bus Shelter What: Pepsi Max created an AR experience at a bus shelter by using a giant screen and camera to project some insane visuals that felt like they were straight out of a movie. Strengths: - Highly engaging beyond just product - Shareable - Cultural relevance Drawbacks: - Lack of scale - Novelty source: https://www.youtube.com/watch?v=Go9rf9GmYpM13
  • 14. AR and VR in Advertising OOH/Experiential Lockheed Martin Mission to Mars What: Lockheed Martin created a VR experience for kids to learn about Mars. The aerospace company placed screens inside of a school bus that took kids on a virtual space exploration. Strengths: - First of its kind - Cultural + Brand relevance - Informative and fun Drawbacks: - Pricey - Limited space (seats) source: https://www.youtube.com/watch?v=X5JTb_7qv78 VR 14
  • 15. AR and VR in Advertising AREmbedded Gatorade Snapchat Filter What: Gatorade created a Snapchat filter that brought awareness to a new generation by giving everyone the opportunity to see what it’s like to be a part of the iconic moment get dunked at the Super Bowl. Strengths: - Known behavior (Snapchat lenses) - Easily shareable - Cultural + Brand relevance - Audience does not need to download additional software/app Drawbacks: - Limited only to during Super Bowl - Pricey - Can potentially resonate with only football fans source: https://www.youtube.com/watch?v=sTYCg10X0xI15
  • 16. AR and VR in Advertising Embedded Google Arts & Culture VR App What: Google teamed up with museums around the world to create a VR app that acts as an information guide to all things art and culture. Strengths: - Museums don’t need to create their own VR experiences - Shareable - Cultural + Brand relevance Drawbacks: - How does a museum gain visibility? - All experiences look the same source: https://www.youtube.com/watch?time_continue=82&v=bp4oa7MHg88 VR 16
  • 17. AR and VR in Advertising The three main components (outside of engineering) that make for a good AR and VR branded experience 17 4
  • 18. AR and VR in Advertising The algorithm Scale Can everyone use it with little effort? Everyone should be able to take part if they wanted to. This also helps advertisers feel that they are getting the most reach for their ad dollars Brand + Culture Relevancy “Share-ability” Is your experience a good tie between what your brand stands for and culture? It should feel authentic to your audience otherwise you might be trying to hard. Is there a component to your experience that allows people to share it with their friends? Is it Instagram-able? Snapchat-able? Facebook-able? Tweet-able? (Eye roll. I’ll stop) Your audience should be able to share it via at least one channel. Components of a good AR or VR experience 1 2 3 18
  • 19. AR and VR in Advertising Thanks