This document discusses virtual reality (VR) and its potential for brands. It begins by outlining the expected growth of the VR industry, with revenues projected to increase 20x from 2016 to 2020. The document then provides 5 key points for brands developing VR experiences: 1) Reinvent, don't retrofit existing content for VR, 2) Create for 3D spaces not 2D frames, 3) Develop storyworlds not just storylines, 4) Get up close and personal by making the camera a character, and 5) Transcend the present by transporting users to new worlds. It concludes by discussing challenges around distributing and engaging audiences in VR given its current lack of accessibility and high prices of some headsets.
When will Virtual Reality become Reality? @NED2015Rori DuBoff
The evolution of Virtual Reality and Augmented Reality.
Brand Marketing Case examples across industries including retail, travel, hospitality, medical, sports, journalism, music, movies, education and more. Plus the future for expanded reality (XR)
We’re in the early stages of a once-in-a-generation moment. Virtual, augmented, and mixed “realities” present viable channels through which brands engage with their customers.
While still in its infancy, there are many more reasons to be encouraged about a not-so-distant future where physical screens and interfaces are the exception rather than the rule. And, brands will lead the way, especially as technology behind these new realities gets better, enabling storytelling in the medium to get richer and richer.
In this forward-looking session, Dave Curry, VP Emerging Trends and Technology at POP, and Jonathan Faunce, Creative Director at HTC, will explore virtual, augmented and mixed realities, and in doing so, will uncover unexpected ways to leverage these new, modern technologies.
Audience Benefits:
A deep-dive on how to best capitalize on the valuable opportunities that virtual, augmented, and mixed realities provide.
Gain unique insight into how these technologies can enable brand storytelling in new and innovative ways.
Learn what it’s going to take to bring these technologies to the mainstream in meaningful ways.
Into the 4th Dimension: Using Virtual Reality to Make Dreams Come True (Trave...Rori DuBoff
Presentation at Ministry of Ideas, LeMiami conference.
http://www.lemiami.com/ministry-of-ideas-2017/
An overview of Virtual Reality experiences to re-imagine the world. Specific examples and opportunities for theTravel and Tourism industry.
Falcon.io - The Future of Brand Experiences is Virtual RealityFalcon.io
A deep dive into the disruptive force of virtual reality. How will VR change the way we do business in the future? How can brands leverage the technology to own and personalize brand experiences? Here are the key takeaways from Falcon’s Director of Product Innovation, Mikael Lemberg’s as presented during Social Media Week Copenhagen 2017.
When will Virtual Reality become Reality? @NED2015Rori DuBoff
The evolution of Virtual Reality and Augmented Reality.
Brand Marketing Case examples across industries including retail, travel, hospitality, medical, sports, journalism, music, movies, education and more. Plus the future for expanded reality (XR)
We’re in the early stages of a once-in-a-generation moment. Virtual, augmented, and mixed “realities” present viable channels through which brands engage with their customers.
While still in its infancy, there are many more reasons to be encouraged about a not-so-distant future where physical screens and interfaces are the exception rather than the rule. And, brands will lead the way, especially as technology behind these new realities gets better, enabling storytelling in the medium to get richer and richer.
In this forward-looking session, Dave Curry, VP Emerging Trends and Technology at POP, and Jonathan Faunce, Creative Director at HTC, will explore virtual, augmented and mixed realities, and in doing so, will uncover unexpected ways to leverage these new, modern technologies.
Audience Benefits:
A deep-dive on how to best capitalize on the valuable opportunities that virtual, augmented, and mixed realities provide.
Gain unique insight into how these technologies can enable brand storytelling in new and innovative ways.
Learn what it’s going to take to bring these technologies to the mainstream in meaningful ways.
Into the 4th Dimension: Using Virtual Reality to Make Dreams Come True (Trave...Rori DuBoff
Presentation at Ministry of Ideas, LeMiami conference.
http://www.lemiami.com/ministry-of-ideas-2017/
An overview of Virtual Reality experiences to re-imagine the world. Specific examples and opportunities for theTravel and Tourism industry.
Falcon.io - The Future of Brand Experiences is Virtual RealityFalcon.io
A deep dive into the disruptive force of virtual reality. How will VR change the way we do business in the future? How can brands leverage the technology to own and personalize brand experiences? Here are the key takeaways from Falcon’s Director of Product Innovation, Mikael Lemberg’s as presented during Social Media Week Copenhagen 2017.
- 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
Tnooz-Sabre Webinar: Mobile and social media – sort the facts from the hypeKevin May
Panelists for this 60-minute webinar are:
* Will Pinnell, Sabre Holdings director, mobile strategy and traveler solutions
* Sarah Kennedy Ellis, Sabre Travel Network manager for social solutions
* Kevin May, Tnooz editor and moderator
Building a metaverse in museums with VR, AR, IR - Chris BicourtChrisBicourt1
This deck presents Antenna International's offer to museums and galleries. Using technology such as VR, AR, IR and 3D Sound, Antenna is helping the world's top cultural institutions to connect with their visitors.
This document attempts to visualize the various markets affecting the future of networked experiences at the junction of the real and virtual worlds. These are simply for reference; contributors to the Future of Reality Map are encouraged to refer to and remix
Francesco D'Orazio - Everything you know about virtual worlds is WRONG - Meta...Francesco D'Orazio
Patterns and challenges in the evolution of immersive entertainment.
Plus, all the wrongest things you could possibly say at a virtual worlds conference.
160+ Companies, 7 layers, 9 megatrends, 1 creator-led future. The metaverse is not “a” metaverse. It is the next generation of the Internet: a decentralized multiverse, led by a new and abundant generation of creators.
Digital Tourism Think Tank in partnership with Bournemouth
University have created a report of AR applications. This report presents 10 highly innovative AR experiences that
showcase the potential of the technology to revolutionise the way we experience new destinations and services within
the industry.
- 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
Tnooz-Sabre Webinar: Mobile and social media – sort the facts from the hypeKevin May
Panelists for this 60-minute webinar are:
* Will Pinnell, Sabre Holdings director, mobile strategy and traveler solutions
* Sarah Kennedy Ellis, Sabre Travel Network manager for social solutions
* Kevin May, Tnooz editor and moderator
Building a metaverse in museums with VR, AR, IR - Chris BicourtChrisBicourt1
This deck presents Antenna International's offer to museums and galleries. Using technology such as VR, AR, IR and 3D Sound, Antenna is helping the world's top cultural institutions to connect with their visitors.
This document attempts to visualize the various markets affecting the future of networked experiences at the junction of the real and virtual worlds. These are simply for reference; contributors to the Future of Reality Map are encouraged to refer to and remix
Francesco D'Orazio - Everything you know about virtual worlds is WRONG - Meta...Francesco D'Orazio
Patterns and challenges in the evolution of immersive entertainment.
Plus, all the wrongest things you could possibly say at a virtual worlds conference.
160+ Companies, 7 layers, 9 megatrends, 1 creator-led future. The metaverse is not “a” metaverse. It is the next generation of the Internet: a decentralized multiverse, led by a new and abundant generation of creators.
Digital Tourism Think Tank in partnership with Bournemouth
University have created a report of AR applications. This report presents 10 highly innovative AR experiences that
showcase the potential of the technology to revolutionise the way we experience new destinations and services within
the industry.
Activating the Consumer Journey for Brand Media StrategiesRori DuBoff
Consumer Journey Evolution and opportunities for brand marketers to apply 6A strategies across Owned, Shared, Earned and Paid Media:
Anticipation, Attraction, Appeal, Activation, Appreciation and Amplification
ConsumerJourney Evolution and Brand Media StrategiesRori DuBoff
Evolving the consumer journey to focus on active consumer actions across all owned, shared, earned and paid media.
Mapping the journey to Brand Media Opportunities:
6A Brand strategies: Anticipation, Attraction, Appeal, Activation, Appreciation and Amplification.
Technology & Media Trends; Mobile World Congress 2015Rori DuBoff
With more than 50 billion connected devices expected by 2020, the world of mobile continues to evolve way beyond handsets, to include smart appliances, accessories, cars, bikes and almost any object imaginable.
In this new organic marketing world of data-driven connectivity and content-fueled experiences, we find tremendous opportunities for marketers to create more meaningful connections with consumers.
The key trends from Mobile World Congress:
Custom Connectivity & Wearables, Immersive Experiences: Virtual & Augmented Reality, Location-Based Marketing, Mobile Commerce and Biometrics Communications
Marketing and Communications review of 2015 and predictions for 2016 from our smartest thinkers, friends and fans. Passionate about their field of expertise.
Global mixed reality market fostered by the rising adoption and demand for au...Srikanth Murali
Mixed Reality (MR), also known as Hybrid reality, refers to a system which combines real and virtual worlds, producing new environments and visualizations where both physical as well as digital objects do co-exist and interact in real time.
eMarketer Webinar: Key Trends in EcommerceeMarketer
Online shopping is more prevalent than ever, but it’s not just about online sales anymore. Are you on top of the latest trends to maximize success selling to online, offline and multichannel shoppers? Topics in this webinar include: How is mobile changing the path to purchase? Why is locally relevant information so important in ecommerce? How are innovative retailers dealing with fulfillment challenges? How can you create personalized offers without seeming creepy?
The Superhero’s Method of Modern HTML5 Development by RapidValue SolutionsRapidValue
There was a time, when we used to spend hours and hours, trying to fix the browser compatibility issues in our UI. If problems persisted, we ended up cursing the Internet Explorer at least once in a day. We were unable to learn anything new, because nothing “new” could give a better browser support. Today, a few years after the arrival of CSS3 & HTML5 things have changed for good. All the major browsers are stable and have started supporting all the essential properties of CSS3 & HTML5.
A new era has started and with each passing day, the front-end developers are getting more and more enlightened. Yes, the developers are portrayed as the 'superheroes'.
The whitepaper explains about various tools, plugins and automations in HTML5.
1. CSS Preprocessors
2. Emmet
3. Grunt
4. Bower
6. LiveReload
7. Yeoman generators
We are no longer completely dependent on the legacy browsers. We are taking initiatives to stretch further and develop everything that is possible with regards to the browser. By doing a lot of automation, you can avoid repeated mistakes, write in a clean and concise manner, and it becomes pretty easy to architect, maintain and extend the modular code. The life of an HTML5 developer is made pretty easy.
A look at the latest trends in sponsorship, focusing on what has emerged through 2013, and what the implications are for 2014. Digital marketing, social media, online, at event, in stadia, naming rights, shirt sponsorships) with practical recommendations for those involved in buying, assessing ore presenting sponsorship packages to potential brands and clients. Fredda Hurwitz an Jez Jowett (@Jezmond) share an entertaining look at the past, present and future.
Emerging trends in ecommerce marketing for 2017– Adam Bowser reviewChris Bowser
There are many shifts occurring in ecommerce for 2017 and beyond. Specifically, trends emerge in the realms of technology, content marketing and web designing that influence ecommerce.
Uploaded here for the students in my digital communications and online PR workshops
Original document here http://www.mindshareworld.com/sites/default/files/Mindshare%20Trends%202017.pdf
Let's Break Tradition: Virtual Reality in Public RelationsMSL
Virtual reality is no longer an off-in-the-distance idea. It’s a quickly emerging trend with which wise marketers and communicators are already experimenting. Read our guidebook and start taking advantage of emerging VR platforms and tools.
Presentation for ProductCamp Austin #17 on August 6, 2016. Do you believe that 360-degree cameras, photos and video, Pokemon Go, Google Cardboard, Google Glass, Microsoft HoloLens, Samsung Gear VR, and Oculus Rift have nothing to do with *YOUR* product? Think again! I’ll cover the landscape of augmented reality (AR) and virtual reality (VR) technologies and products, opportunities within categories, and opportunities to use these new technologies in marketing and sales channels and campaigns. These new technologies and products will cut across strategy, development, supply, and go to market.
#PCATX17
An in-depth guide to the VR industry, integrating VR into your business and achieve rapid ROI. This quick presentation will get you up to speed and ready to advise your colleagues on VR solutions
“The State of VR in 2017” is a white paper covering the immersive reality industry. It is following some upcoming trends and companies working in sectors from gaming to medical to e-commerce, while focusing on how the technology benefits each of the industries.
Top 5 Companies Leading The AR VR Revolution 2022.pdfInsightsSuccess4
In this edition of our business magazine, "Top 5 Companies Leading The AR VR Revolution 2022" that are helping AR VR Revolution industries.
Read More: https://www.insightssuccess.com/top-5-companies-leading-the-ar-vr-revolution-2022-april2022/
These 3 Business Functions Could Be Transformed By VR Bernard Marr
Virtual reality technology is advancing very fast, and many businesses are looking at this technology to help them to improve customer engagement and make their internal processes more efficient. Here we look at the key business functions that should look at VR now.
An Event Marketer's Guide to 2017's Biggest TrendsagencyEA
To help navigate this environment, agencyEA leveraged the collective knowledge of our cross-functional team, along with insights spanning B2B and B2C, to explore the emerging trends and cutting-edge strategies influencing the brand experience industry. From personalized activations to shareable content to immersive technology, we’re sharing our predictions and the ways marketers can use these trends to meet their most challenging goals in the year ahead.
Top 10 Companies Leading the AR/VR Revolutions, 2020 September 2020Merry D'souza
Top 10 companies leading the ar/vr revolutions, 2020 september 2020; Insights Success has published top 10 companies leading the ar/vr revolutions, 2020 september 2020.
Insights success has bringing this issue of “The 10 Most Innovative AR/VR Companies 2019”. We’ve enlisted some of the most innovative AR/VR solution providers which are exclusively known for their out-of-the-box solutions. Here’s a glimpse of the companies enlisted.
SXSW 2019 panel with Rori DuBoff, Kent Bye & Jessica Lauretti.
Discussion topics:
1) How can we apply a human-centric approach to XR design, focusing on experiences that enhance quality of life and solve for real human needs?
2) As XR transforms they ways we interact with the world around us and ourselves (the mirror world) – how do we deal with issues of accessibility, authenticity and bias?
3) How will virtual humans, human avatars and AI agents evolve in a way that enhances versus deters from meaningful communication & relationships?
4) As we move from an era of transactional data to social data,
how do we prepare for the human data industry?
Extended Reality (XR): The End of Distance @ SXSWRori DuBoff
Even in today’s hyper-connected world, brands are faced with the challenge of distance: distance to people, distance to info, distance to experiences. How do they solve for “needed here, but exists there”?
This session will discuss how Extended Reality (XR) - Augmented Reality, Virtual Reality, Mixed Reality - can bridge the gap through relevant, immersive experiences - and when combined with A.I, the opportunity is endless. Join this session to explore how intelligent XR experiences will fundamentally change how brands connect with people.
SEO as the Backbone of Digital MarketingFelipe Bazon
In this talk Felipe Bazon will share how him and his team at Hedgehog Digital share our journey of making C-Levels alike, specially CMOS realize that SEO is the backbone of digital marketing by showing how SEO can contribute to brand awareness, reputation and authority and above all how to use SEO to create more robust global marketing strategies.
Most small businesses struggle to see marketing results. In this session, we will eliminate any confusion about what to do next, solving your marketing problems so your business can thrive. You’ll learn how to create a foundational marketing OS (operating system) based on neuroscience and backed by real-world results. You’ll be taught how to develop deep customer connections, and how to have your CRM dynamically segment and sell at any stage in the customer’s journey. By the end of the session, you’ll remove confusion and chaos and replace it with clarity and confidence for long-term marketing success.
Key Takeaways:
• Uncover the power of a foundational marketing system that dynamically communicates with prospects and customers on autopilot.
• Harness neuroscience and Tribal Alignment to transform your communication strategies, turning potential clients into fans and those fans into loyal customers.
• Discover the art of automated segmentation, pinpointing your most lucrative customers and identifying the optimal moments for successful conversions.
• Streamline your business with a content production plan that eliminates guesswork, wasted time, and money.
When most people in the industry talk about online or digital reputation management, what they're really saying is Google search and PPC. And it's usually reactive, left dealing with the aftermath of negative information published somewhere online. That's outdated. It leaves executives, organizations and other high-profile individuals at a high risk of a digital reputation attack that spans channels and tactics. But the tools needed to safeguard against an attack are more cybersecurity-oriented than most marketing and communications professionals can manage. Business leaders Leaders grasp the importance; 83% of executives place reputation in their top five areas of risk, yet only 23% are confident in their ability to address it. To succeed in 2024 and beyond, you need to turn online reputation on its axis and think like an attacker.
Key Takeaways:
- New framework for examining and safeguarding an online reputation
- Tools and techniques to keep you a step ahead
- Practical examples that demonstrate when to act, how to act and how to recover
In this presentation, Danny Leibrandt explains the impact of AI on SEO and what Google has been doing about it. Learn how to take your SEO game to the next level and win over Google with his new strategy anyone can use. Get actionable steps to rank your name, your business, and your clients on Google - the right way.
Key Takeaways:
1. Real content is king
2. Find ways to show EEAT
3. Repurpose across all platforms
Most small businesses struggle to see marketing results. In this session, we will eliminate any confusion about what to do next, solving your marketing problems so your business can thrive. You’ll learn how to create a foundational marketing OS (operating system) based on neuroscience and backed by real-world results. You’ll be taught how to develop deep customer connections, and how to have your CRM dynamically segment and sell at any stage in the customer’s journey. By the end of the session, you’ll remove confusion and chaos and replace it with clarity and confidence for long-term marketing success.
Key Takeaways:
• Uncover the power of a foundational marketing system that dynamically communicates with prospects and customers on autopilot.
• Harness neuroscience and Tribal Alignment to transform your communication strategies, turning potential clients into fans and those fans into loyal customers.
• Discover the art of automated segmentation, pinpointing your most lucrative customers and identifying the optimal moments for successful conversions.
• Streamline your business with a content production plan that eliminates guesswork, wasted time, and money.
Core Web Vitals SEO Workshop - improve your performance [pdf]Peter Mead
Core Web Vitals to improve your website performance for better SEO results with CWV.
CWV Topics include:
- Understanding the latest Core Web Vitals including the significance of LCP, INP and CLS + their impact on SEO
- Optimisation techniques from our experts on how to improve your CWV on platforms like WordPress and WP Engine
- The impact of user experience and SEO
Videos are more engaging, more memorable, and more popular than any other type of content out there. That’s why it’s estimated that 82% of consumer traffic will come from videos by 2025.
And with videos evolving from landscape to portrait and experts promoting shorter clips, one thing remains constant – our brains LOVE videos.
So is there science behind what makes people absolutely irresistible on camera?
The answer: definitely yes.
In this jam-packed session with Stephanie Garcia, you’ll get your hands on a steal-worthy guide that uncovers the art and science to being irresistible on camera. From body language to words that convert, she’ll show you how to captivate on command so that viewers are excited and ready to take action.
SMM Cheap - No. 1 SMM panel in the worldsmmpanel567
Boost your social media marketing with our SMM Panel services offering SMM Cheap services! Get cost-effective services for your business and increase followers, likes, and engagement across all social media platforms. Get affordable services perfect for businesses and influencers looking to increase their social proof. See how cheap SMM strategies can help improve your social media presence and be a pro at the social media game.
Mastering Local SEO for Service Businesses in the AI Era is tailored specifically for local service providers like plumbers, dentists, and others seeking to dominate their local search landscape. This session delves into leveraging AI advancements to enhance your online visibility and search rankings through the Content Factory model, designed for creating high-impact, SEO-driven content. Discover the Dollar-a-Day advertising strategy, a cost-effective approach to boost your local SEO efforts and attract more customers with minimal investment. Gain practical insights on optimizing your online presence to meet the specific needs of local service seekers, ensuring your business not only appears but stands out in local searches. This concise, action-oriented workshop is your roadmap to navigating the complexities of digital marketing in the AI age, driving more leads, conversions, and ultimately, success for your local service business.
Key Takeaways:
Embrace AI for Local SEO: Learn to harness the power of AI technologies to optimize your website and content for local search. Understand the pivotal role AI plays in analyzing search trends and consumer behavior, enabling you to tailor your SEO strategies to meet the specific demands of your target local audience. Leverage the Content Factory Model: Discover the step-by-step process of creating SEO-optimized content at scale. This approach ensures a steady stream of high-quality content that engages local customers and boosts your search rankings. Get an action guide on implementing this model, complete with templates and scheduling strategies to maintain a consistent online presence. Maximize ROI with Dollar-a-Day Advertising: Dive into the cost-effective Dollar-a-Day advertising strategy that amplifies your visibility in local searches without breaking the bank. Learn how to strategically allocate your budget across platforms to target potential local customers effectively. The session includes an action guide on setting up, monitoring, and optimizing your ad campaigns to ensure maximum impact with minimal investment.
When most people in the industry talk about online or digital reputation management, what they're really saying is Google search and PPC. And it's usually reactive, left dealing with the aftermath of negative information published somewhere online. That's outdated. It leaves executives, organizations and other high-profile individuals at a high risk of a digital reputation attack that spans channels and tactics. But the tools needed to safeguard against an attack are more cybersecurity-oriented than most marketing and communications professionals can manage. Business leaders Leaders grasp the importance; 83% of executives place reputation in their top five areas of risk, yet only 23% are confident in their ability to address it. To succeed in 2024 and beyond, you need to turn online reputation on its axis and think like an attacker.\
Key Takeaways:
- New framework for examining and safeguarding an online reputation
- Tools and techniques to keep you a step ahead
- Practical examples that demonstrate when to act, how to act and how to recover
The What, Why & How of 3D and AR in Digital CommercePushON Ltd
Vladimir Mulhem has over 20 years of experience in commercialising cutting edge creative technology across construction, marketing and retail.
Previously the founder and Tech and Innovation Director of Creative Content Works working with the likes of Next, John Lewis and JD Sport, he now helps retailers, brands and agencies solve challenges of applying the emerging technologies 3D, AR, VR and Gen AI to real-world problems.
In this webinar, Vladimir will be covering the following topics:
Applications of 3D and AR in Digital Commerce,
Benefits of 3D and AR,
Tools to create, manage and publish 3D and AR in Digital Commerce.
A.I. (artificial intelligence) platforms are popping up all the time, and many of them can and should be used to help grow your brand, increase your sales and decrease your marketing costs.In this presentation:We will review some of the best AI platforms that are available for you to use.We will interact with some of the platforms in real-time, so attendees can see how they work.We will also look at some current brands that are using AI to help them create marketing messages, saving them time and money in the process. Lastly, we will discuss the pros and cons of using AI in marketing & branding and have a lively conversation that includes comments from the audience.
Key Takeaways:
Attendees will learn about LLM platforms, like ChatGPT, and how they work, with preset examples and real time interactions with the platform. Attendees will learn about other AI platforms that are creating graphic design elements at the push of a button...pre-set examples and real-time interactions.Attendees will discuss the pros & cons of AI in marketing + branding and share their perspectives with one another. Attendees will learn about the cost savings and the time savings associated with using AI, should they choose to.
For too many years marketing and sales have operated in silos...while in some forward thinking companies, the two organizations work together to drive new opportunity development and revenue. This session will explore the lessons learned in that beautiful dance that can occur when marketing and sales work together...to drive new opportunity development, account expansion and customer satisfaction.
No, this is not a conversation about MQLs and SQLs. Instead we will focus on a framework that allows the two organizations to drive company success together.
How to Run Landing Page Tests On and Off Paid Social PlatformsVWO
Join us for an exclusive webinar featuring Mariate, Alexandra and Nima where we will unveil a comprehensive blueprint for crafting a successful paid media strategy focused on landing page testing.With escalating costs in paid advertising, understanding how to maximize each visitor’s experience is crucial for retention and conversion.
This session will dive into the methodologies for executing and analyzing landing page tests within paid social channels, offering a blend of theoretical knowledge and practical insights.
The Pearmill team will guide you through the nuances of setting up and managing landing page experiments on paid social platforms. You will learn about the critical rules to follow, the structure of effective tests, optimal conversion duration and budget allocation.
The session will also cover data analysis techniques and criteria for graduating landing pages.
In the second part of the webinar, Pearmill will explore the use of A/B testing platforms. Discover common pitfalls to avoid in A/B testing and gain insights into analyzing A/B tests results effectively.
5 big bets to drive growth in 2024 without one additional marketing dollar AND how to adapt to the biggest shifting eCommerce trend- AI.
1) Romance Your Customers - Retention
2) ‘Alternative’ Lead Gen - Advocacy
3) The Beautiful Basics - Conversion Rate Optimization
4) Land that Bottom Line - Profitability
5) Roll the Dice - New Business Models
1. February 2017 | Patrick Milling-Smith / Here Be Dragons & Rori DuBoff 1
Virtual Reality
for Brands
by Patrick Milling-Smith & Rori DuBoff
February 2017
2. February 2017 | Patrick Milling-Smith / Here Be Dragons & Rori DuBoff 2
Introduction
It is easy to get overwhelmed by virtual reality (VR), especially if you consider the
phenomenal growth expected over the next few years, with revenues from both software
and hardware projected to increase 20x from around $1.8 billion in 2016 to over $37 billion
in 2020.1 If you combine VR with augmented and mixed reality technologies, total
worldwide revenues are expected to grow at a compound annual growth rate (CAGR) of
181.3% in the same period, reaching more than $162 billion by 2020.2 Goldman Sachs has
predicted that the AR/VR industry’s revenue will eclipse TV’s by 2025.3
Today it seems that almost every week sees the launch of a new device, platform or company,
promising to deliver more break-through technology. In the past year alone, technology
heavyweights like Samsung, Sony, HTC, Google and Facebook Oculus launched VR devices.
Just last month, Microsoft announced a range of Windows 10 headsets with partners Lenovo,
Dell, Acer, and HP.
However, it’s important to think of virtual reality as more than just the hardware, more than head
mounted displays or goggles, more than consoles and 360 cameras or hand controllers. If we
limit our understanding of VR to only the shiny new products for sale, then we fail to recognize
the true potential of this evolving media for the long-term.
Virtual reality, like every medium before it, will not grow based on the technology alone, but
through a mix of compelling and accessible content that is designed squarely around the
fundamental nature of the human condition. More than simply an engaging experience, VR has
the potential to surpass all user expectations by feeling emotionally and physically
transformative.
The unique power of VR is unlike anything we have seen before due to the intensity of its user
experience and impact. Whether through 360º live action video, game engine or computer-
generated imagery (CGI), VR has the ability to transform every day moments into life altering
experiences that transcend our conventions of space and time. By creating the illusion of 3D
depth from 2D images (via stereoscopic display), VR transports people into an immersive 360º
world that saturates the mind, body and senses. Such is the power of this sensation that people
3. February 2017 | Patrick Milling-Smith / Here Be Dragons & Rori DuBoff 3
feel they are physically present within the experience, living it first-hand rather than simply
viewing it on a screen.
“VR eliminates the need for external frames. For the first time, the medium is no longer outside
us, but within us. The paint is human experience and the canvas is our consciousness. The idea
of an externalized medium ceases to exist” -- Chris Milk, co-founder, Here Be Dragons
In an age where we are often physically present in one space yet emotionally engaged in
another — documenting life rather than truly experiencing it — VR delivers unparalleled ‘in the
moment’ presence. Furthermore, as a genuinely first-person medium, VR has the unique
potential to create memories. We remember best from our own experiences by doing and trying,
rather than merely reading, listening or watching. And it is our memories that form the overriding
driver of our brand affinities and purchasing decisions.
Such power to create memories is a key point in Byron Sharp’s book How Brands Grow, when
he states: “the dominant way that advertising works is by refreshing and building memory
structures. These structures improve the chance of a brand being recalled and/or noticed in
buying situations; which in turn increases the chance of a brand being bought. So, to influence
behavior, advertising must work with people’s memories.” Thus, VR, unlike any other medium,
has the power to create memories that induce deep brand affinity and inspire action.
The profound impact of VR is proven by the UN & Here Be Dragons’ work “Clouds Over Sidra”
about the plight of a young Syrian refugee. This VR experience inspired one in six members of
the public who viewed it to donate money, twice the average for the UN and UNICEF4 and over
15x the average response rate to direct marketing. The message is clear - Making people feel
often makes them act.
Although we are just at the beginning of the VR evolution, we can already see the amazing
potential of this medium to transform the ways we communicate, experience and share the
stories of our lives. What was once improbable and unimaginable in traditional media can now
be achieved with VR.
Although estimates for mass-market VR adoption have varied, the overall consensus across the
industry is that the market will be huge. Now is the time for creatives and marketers to be bold
4. February 2017 | Patrick Milling-Smith / Here Be Dragons & Rori DuBoff 4
and challenge all preceding conventions and paradigms. Those that lead the way early will be
disproportionately rewarded as virtual reality continues its march on the mainstream.
In 1996 the Centre for Creative Leadership published research that went on to underpin the
capability building programs of many of the world’s biggest companies. It showed that business
executives believed they learnt best from on the job experiences and discussions with their
peers as opposed to formal study or training. In that spirit, we both wanted to share the lessons
our successes and failures have taught us with other practitioners or those considering VR.
5 Points for Virtual Reality
1. Reinvent, don’t Retrofit
When beginning a VR project, the most fundamental question to ask is what are you trying to
achieve through VR that you cannot achieve through any other medium? Why will the
experience be meaningful and relevant for your intended audience? VR provides the opportunity
to connect and engage with audiences in a fresh new way, so it is important to try new things
versus replicating the same. Since VR is radically different to other formats, you should use its
unique capabilities to build experiences that can only be achieved within a visceral, 360º
immersive space, rather than for a flat screen.
For example - a traditional TV commercial or worse, a 2D web banner, bluntly transposed into a
3D environment won’t work. When your audience is committing to fully engage with a more
immersive experience, their expectations need to be met with a ‘ground-up’ reimagining of the
campaign for the VR experience. Doing otherwise will ruin the overall experience by breaking
the sense of “presence” (the degree to which a person feels truly submerged within a virtual
environment).
For brands, VR need not be considered in an independent silo, but as an extension to the
overall marketing strategy. Consumer insights regarding media consumption and social
behavior, or demographic and attitudinal data should be applied as rigorously to VR as other
5. February 2017 | Patrick Milling-Smith / Here Be Dragons & Rori DuBoff 5
marketing communications channels, as this research can powerfully inform the successful
development of this evolving medium.
2. Step outside the screen. Create for 3D spaces, not 2D frames
Creating in VR often means thinking like an architect because spatial visualization and physical
orientation set the narrative construct. In addition, VR tends to alter one’s perception of space
and time due to the limited field of view within a headset, so everything seems to be more
immediate within VR versus viewing ‘flat’ video.
With so much multi-sensory information to absorb, the experience needs to be deliberately
orchestrated to help the user easily navigate their surroundings. Every element in the 360º
environment, including sound, action, light and color should be used to help guide the users’
attention.
Rather than composing shots as a filmmaker would, by curating frames for the viewer, VR
creators need to think in terms of space, alongside traditional elements such as story, aesthetic
and performance. Instead of a traditional shot list, a VR project often starts with a list of
environments that the user will experience, along with actions for those environments.
Audio is a significant component for crafting VR experiences as headsets limit spatial
awareness and the ears are forced to do much more work. Binaural sound, in which tiny delays
between the sound in the right and left ears trick the brain into assigning direction and distance,
can help create a true sense of presence.
For more physical VR experiences, particularly within gaming, haptic components such as hand
controllers, gloves, and full bodysuits allow users to feel tactile sensations synchronized with the
VR experience. Haptic technologies, although not yet mainstream, can create truly intensified
levels of engagement by providing an added dimension of reality to VR experiences.
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3. Develop storyworlds, not just storylines
Since VR is often told in the first-person point of view, the narrative needs to be constructed
such that it enables one to feel that they are living the story, and not just watching a story from
the outside.
The narrative in VR should not just be conceived of as a linear story (storylines), but also as
iterative experiences that are linked together through common space and themes (storyworlds).
The traditional linear narrative can be broken down and reconstructed as something spherical
and cyclical to invite user exploration and discovery versus static viewing.
Balancing the narrative between action and atmosphere helps to engage a user without holding
their hand too much. Two people rarely experience VR in the same way. 'Over-directing'
people's attention can make them feel trapped or bored. Creators who try to exude total control
over the narrative will end up creating barriers to engagement, and thus fail to use the medium
successfully. Overall, the subtler the clues, the more intuitive the guiding of attention feels, the
more accomplishment the user feels in their environment.
There are numerous learnings to apply from the gaming industry for VR, especially as it pertains
to fluidity of user experience and seamless navigational interfaces. Game designers establish
the space in which players feel free to explore, creating their own adventure and outcomes
versus following a preordained path.
An important difference to note between gaming-based VR and non-gaming VR is in regards to
user expectations and behaviors. Whereas a hard-core gamer may desire to spend hours and
hours battling through immersive VR worlds competing to win, the average VR user probably
has less patience and time to commit. Brands developing VR experiences may want to think
about starting with a time frame that is no more than two or five minutes, with the potential for
episodic programming through an ongoing content series. Non-gaming content experiences in
VR still should strive to be fully immersive, however base-level interactions should not require a
massive learning curve or intensive sweaty-inducing game-playing sessions.
7. February 2017 | Patrick Milling-Smith / Here Be Dragons & Rori DuBoff 7
4. Get up close and personal. Make the camera a character
VR puts everything into someone's intimate space. A close up isn't just a close up view of
someone's face. Often, you are literally standing so close to them you could feel their breath. It's
a powerful tool that works quite differently than its cousin in rectangular filmmaking.
It’s important to shoot for both clarity and stability, because one always has to consider that the
camera is a human being. You would not (generally) yell in a human's face, nor would you whip
them around with quick pans or twisting crane shots. Always consider that the camera is your
eventual audience. To design the most immersive and approachable experience you need to
think about how the user will experience your work, particularly in terms of personal proximity.
When taking someone through an experience, you need to give them time to explore and take
in their surrounding environment. Cutting from scene to scene quickly undoes the story because
in reality a viewer would never be thrown from circumstance to circumstance in such an
aggressive way. Giving the user’s senses a chance to calibrate and become a part of the
experience is fundamental to establishing presence in virtual space.
Exhilarating experiences (flying, looking down from breathtaking heights) certainly have their
place in VR, but movement is something that must be done very carefully, otherwise users can
become nauseous. One poor experience could keep people from putting on a headset in the
future. Movement should mostly be done gradually, and it works best when going forward,
backward, up or down. Rotations and pans can disorient the viewer. Fast movement is not out-
of-the-question, but there would need to be a logical reason for it and it would need to be well
placed.
At the same time, movement is a terrific tool for storytelling, as in Chris Milk’s VR experience
“The Evolution of Verse,” in which the viewer floats upward above a lake and into a magical
tunnel. As VR rig configurations improve, there will be more opportunities to incorporate
movement successfully, and improved headsets will reduce the risk of making viewers
nauseous.
8. February 2017 | Patrick Milling-Smith / Here Be Dragons & Rori DuBoff 8
5. Transcend the now
The amazing potential of VR is its ability to transport the user to an entirely separate world
removed from their immediate surroundings. In real life our attention span is scattered across a
wide range of media, whether we are speaking on the phone while walking or watching TV while
sending emails. In contrast to such multi-tasking and multi-screening behavior, VR absorbs
100% of a user’s attention because they physically have something blocking their eyes from real
world distractions. The audience has chosen, and sought out, this total immersion and
engagement.
In fact, people using VR become so singularly absorbed in the experience, that their emotions
and senses become even more heightened than they might normally be in the physical world.
Virtual experiences can feel so vivid that it often feels like a magnifying glass lens is intensifying
everything - from the sun’s glare on water, the dripping sweat or crinkles of a forehead, or the
shaking vibrations of a creaking table. You see, feel and experience these things even more
acutely in VR because you have no peripheral view beyond what is immediately surrounding
you.
Since VR worlds have no real world boundaries to limit the imagination or experience, creators
can literally “shoot for the stars” when it relates to developing ideas. From inside a human body
to far away galaxies, to past, present or future, anything is possible as long as you have the
talent and resources to create it.
For brands, artists, companies and consumers, this opens up a whole new way of thinking
about content. Instead of distributing via 2D media, or layering content into our existing 3D
space, you can transport people to entirely new worlds of reality.
The potential to evoke emotions (i.e. awe, wonderment and empathy), enrich people’s lives
(learning, adventure, social connection) and empower or impact thinking is transformational
through these cognitively rich experiences.
9. February 2017 | Patrick Milling-Smith / Here Be Dragons & Rori DuBoff 9
Audience Distribution & Engagement
Equally important to creating amazing VR content is making sure that the VR content is
distributed and discoverable on a mass scale. However, for most, VR is not yet an accessible
medium. Despite massive press coverage over the past year, many people remain confused –
they do not fully understand what VR encompasses or why and how they should use the
medium in their daily lives. Such confusion is understandable considering the many different
devices and incompatible platforms being marketed.
Price has also been a prohibitive factor, particularly for high-end devices like the Oculus Rift or
HTC Vive. The cost for these head mounted displays, along with the computers to operate such
high-powered devices, is still relatively high. Fewer than 2 million high-end headsets were sold
in 2016, with an estimated breakdown of approximately 243,000 Oculus headsets, 420,000 HTC
Vive headsets, and 745,000 Sony headsets sold.5 Such high-end VR devices (PC + console)
are projected to reach over 20 million by 2020, and this figure may increase if Sony is able to
fully capitalize on their already installed PlayStation VR base of more than 50 million.6
The real driver growth in VR for now and the next few years will most likely not be from high-end
devices, but from mobile VR. Lower-priced devices, including Google Cardboard, Daydream,
and Samsung Gear VR accounted for 98% of all units sold in 2016.7 According to Samsung,
approximately five million Gear headsets were shipped globally by end of 2016.
By 2020, sales of smartphone VR headsets (mobile VR) are expected to surge fivefold, rising to
over 60 million (totaling approx. 90 million if you include all headsets) 8 Most of these devices do
not provide the level of total true immersion and agency that a fully navigable VR experience in
HTC Vive offers, but the population that can be reached is sizably larger and experiences can
still be transformative for the user.
10. February 2017 | Patrick Milling-Smith / Here Be Dragons & Rori DuBoff 10
Figure 1: VR device projections: Global forecast (unit shipment in millions)
Source: Greenlight Insights & Road to VR; 2016 Virtual Reality Industry Report
The number of devices sold is not the only indicator of VR usage, because we expect significant
usage through location-based VR at events, roadshows, pop-up installations, showrooms,
theaters and other multi-media venues. This month, IMAX launched its first VR theater in Los
Angeles and over the next three years IMAX is planning to open a total of twenty-five VR
theaters around the world. In China, there are already 3,000 VR Internet arcades that have
laucnhed.9 A wide variety of brands such as Pepsi, AT&T, Audi, Honda, MasterCard, GE, Nike
and Adidas have created these location-based VR experiences to connect with their audiences
in powerful new ways.
Quite possibly the most mainstream channel for distributing VR content will be the Web, either
through 360º video browsers like You Tube or through WebVR, an emerging medium for 3D
content. We expect that over the next few years, VR content and experiences will start weaving
their way into our daily lives in a much broader range of occasions.
In 2014 there were around 200,000 users of VR and in 2018 there will be about 170 million
users – that is an 85,000% increase according to Credit Suisse and Kzero Worldwide research.
As the market continues to develop, brands will need to make strategic decisions about which
devices, platforms and places are the right fit for their objectives. A common challenge is
achieving a balance between maximizing audience reach and levels of immersion /user
engagement.
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Outlined in the chart below is an overview of the various VR devices, platforms and places that
brands can consider when then developing, distributing and activating VR experiences.
Figure 2: VR Distribution & Activation: Device, Platforms, Places
Creating multiple paths of engagement, along with a range of cross-platform experiences united
by a common narrative thread, will likely serve marketers best. Amplifying VR experiences
across social networks and within real world communities (via location-based VR) will help
extend brand visibility, reach and engagement.
Industry & Media Applications
The gaming world has helped pave the way for the VR industry, representing approximately
42% of a software market worth $331 million in 2106. However, over the next few years, as the
VR software market is expected to grow to more than $19 billion by 2020, game-based VR will
only represent 27% of total consumer and business revenue.10
Growth will be in categories beyond gaming, including industries such as entertainment and
healthcare, journalism and manufacturing, education, retail, real estate and many others. There
DEVICES PLATFORMS PLACES
Reach-----
<------Immersion
Mobile phone with VR
viewer (i.e. Cardboard)
Mobile phone with VR
system (i.e. Daydream,
Samsung Gear)
Gaming Consoles (i.e.
Sony, Xbox)
PC-based HMDs (i.e.
Oculus Rift, HTC Vive)
Internet video providers (e.g. YouTube,
Netflix, Amazon)
Social networks (e.g. Facebook,
Snapchat)
Search Engines
App stores (e.g. Google Play, iTunes)
WebVR browsers (e.g. Carmel, Mozilla)
Content viewing apps (e.g. With.in,
NYTVR, Discovery, Samsung)
Software ecosystems (e.g. Valve
Steam, Oculus, Daydream, Samsung,
Microsoft Windows 10)
Ad Networks (e.g. Immersv, VirtualSky)
Social VR (e.g. Altspace)
Events & roadshows
In-store / retail, showrooms
Pop-up venues (e.g. malls, out
of home)
Museums, educational venues
Multi-media theaters + gaming
destinations (e.g. VR arcades,
IMAX theaters, the VOID)
Private spaces (homes,
offices)
12. February 2017 | Patrick Milling-Smith / Here Be Dragons & Rori DuBoff 12
is a range of opportunities available for brands, from developing original or sponsored VR
experiences to creating new business models for consumer engagement.
As VR requires significant investment to produce, brand sponsored and ad-supported
experiences can help offset some of the costs, while enabling brands to take advantage of the
power of this new medium. Research has shown that consumers are often willing to view ads in
exchange for free access to content, versus paid. According to an IBB Consulting survey, 42%
of consumers would watch virtual reality ads in exchange for free content and 38% would watch
ads as long as they are “cool and relevant”. 11
However, unlike other mediums that may be more permissive of intrusive advertising, we
strongly believe that advertising in VR must be native to the experience. It is absolutely crucial
that brands recognize VR is a user-centric medium, whereby users are not just sporadically
viewing experiences, but consciously choosing to inhabit and participate in an immersive
experience.
Branded media and advertising in VR is still in its very nascent stages, but outlined in the chart
below are eight different potential brand VR applications, all of which are still evolving and just
being initially explored.
Figure 3: VR Brand Media Applications
BRAND APPLICATION DESCRIPTION
1. ORIGINAL CONTENT
EXPERIENCES
Unique content developed natively for VR, in order to entertain, educate, inform or provide
some other form of value to the user. Content could be episodic or subscription-based.
2. SPONSORED BRAND
EXPERIENCES
Aligning a brand with VR content and experiences through promotion, partnership and/or
bundling. Sponsorship can be digital or physical through location-based VR such as
events, road shows, in-store, showrooms, arcades, pop-ups, cinemas and more.
3. PRODUCT PLACEMENT Incorporating branded products within a story or experience, with varying levels of
integration that may or may not be intrinsic to the core VR experience
4. BRAND ADS VR ad sponsored content (e.g. 360º video) appearing at the beginning, middle or end of a
VR experience. Whereas some VR content has a purchase price, ad-sponsored content is
often provided free to the user if they agree to view/interact with the ad content.
5. PRODUCT
VISUALIZATIONS
Life-like simulations that allow users to virtually experience/trial product features and
services; from test driving a new car, to exploring an open sale house, to previewing seats
for upcoming shows, to lab training new medical devices.
13. February 2017 | Patrick Milling-Smith / Here Be Dragons & Rori DuBoff 13
6. CONTEXTUAL LINKS VR hot links, such as words, images or objects that can be activated (via visual gaze,
touch, audio voice-over) to provide enhanced content or information.
7. SOCIAL VR Branded VR environments, agents or dialogue developed with the purpose of building
branded virtual communities.
8. COMMERCE
INTEGRATION
(VCOMMERCE)
Linkages to transactional opportunities to purchase products or services connected to the
VR experience. AI-powered bots that support customer service and foster conversion.
A great example of original VR branded content is GE’s The Possible12, a five-part documentary
series, which lets people experience the most life-changing innovations of our time. Users can
come face-to-face with the world’s most advanced robots, explore space and ride a hover
board, and access science not yet shared with the public. Beyond just talking about innovation,
GE is using VR to demonstrate its potential and application in the real world, thus truly bringing
to life the idea of ‘Imagination at Work’.
Sponsored brand VR activations, such as Samsung’s Night Before13 holiday experience,
demonstrate the power of VR to stimulate people in real world environments. From conception,
VR was an integral component of Samsung’s 2016 “Gift of Galaxy” holiday campaign. At select
venues in New York City and Los Angeles, participants had the opportunity to take a magical
sleigh ride with Santa and his helpers across a blend of virtual and physical worlds. The
experience was also amplified across a range of integrated touch points including: Samsung
mobile VR, 360º video on YouTube and other video platforms, social channels such as
Facebook and Twitter, and out-of-home in select locations across the USA.
Across all industries, from retail to automotive, healthcare, travel, design, journalism, education
and real estate, we see that numerous brands are already using VR to better engage
consumers, as well as sell product and guide business transformation.
To continue fueling brand investment in VR, it is critical that we apply standards for
measurement and success. The role of data analytics is crucial for guiding successful VR
strategies. Traditional brand metrics such as awareness, affinity, purchase intent and
loyalty/advocacy remain relevant performance indicators. However, much richer dimensions can
be captured in virtual environments, not previously available in 2D spaces. For instance, heat-
mapping tools can track and visualize user interactions within virtual environments, showing how
14. February 2017 | Patrick Milling-Smith / Here Be Dragons & Rori DuBoff 14
people interact with content from a multitude of dimensions, such as proximity, duration, and
intensity.
Conclusion / Future VR
The future for VR is not easy to predict since we are in the early stages of this undeniably
powerful new medium. After all, who would have expected back in the mid 1990s that
Facebook, Snapchat or Uber would be invented? We all know that technology can lead to
massive progress, but the path towards that is often filled with bumps in the road, surprises and
failures. The best most successful outcomes in VR are things we might not have even imagined
yet.
The expectation is that devices over time will continue to become less expensive, more
accessible and less bulky, easier to use (wireless, lighter and overall more ergonomically
designed). The activation energy required to engage with VR (i.e. put on the headsets) should
eventually become less of a usage obstacle.
In parallel, VR experiences will also become more immersive with higher fidelity through greater
field of view and foveated imaging, facial and body tracking, as well as haptic feedback. Beyond
gaze-controlled interaction, we will see a shift from eye as a controller to the full body as a
controller, which enables more responsive and immersive VR experiences.
Social VR will also be a massive area of growth, as we shift from isolated experiences to virtual
communities that live in real parallel time with our physical worlds. We will develop identities
within VR through virtual avatars that allow for true sense of embodiment, meaning that the
person breathing, talking and moving in VR will feel uncannily like the self.
As VR develops, and especially as technologies such as artificial intelligence further power
experiences, we are likely to see business transformations across multiple industries. Related
technologies such as augmented and mixed reality will also progress, potentially merging with
VR in certain situations, as with products like Intel’s Project Alloy.
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A positive sign of any nascent technology’s readiness for mainstream adoption is often a
unification of its industry standards. The Global Virtual Reality Association (GVRA) was recently
established by Facebook, Alphabet Google, Sony, Samsung, HTC and Acer, with a goal to
promote development and adoption of VR globally. Issues such as privacy and data tracking,
as well as ethical practices in these new virtual worlds, all need to be discussed and agreed
upon by society at large.
Ultimately, as price becomes less of an issue and user adoption increases, the deciding factor
for the success of VR will be the content and experiences. If we want people to take the time to
engage and stay engaged in VR, we need to create experiences that go beyond the average and
achieve the amazing – evoking awe, wonderment and other meaningful responses. The
transportive magic of VR is that it lets people be or do something that they can’t experience in
real life.
Connecting with users in such a direct and immersive media obliges brands to elevate their
efforts, striving for purpose-driven and user-centric experiences, versus overtly commercial
messaging. For, if there is one thing we know it’s that superficial content leads to superficial
responses. It is through deeper and more meaningful experiences that brands can create more
memorable connections that drive action.
ENDNOTES
1 SuperData, Jan 2017
2 IDC, Worldwide Semiannual Augmented and Virtual Reality Spending Guide, Aug 2016
3 Goldman Sachs Global Investment Research, Virtual & Augmented Reality: Understanding the Race
for the Next Computing Platform, Jan 2016
4 UN & Here Be Dragons (formerly VRSE), Clouds Over Sidra, Jan 2015
5 SuperData, Jan 2017
6 SuperData, Jan 2017 / Greenlight Insights & Road to VR, Nov 2016
7 HyperGrid Business / SuperData, Nov 2016
8 Greenlight Insights & Road to VR, Nov 2016
9 Niko Partners; China VR Games Market, Dec 2016
10 Super Data, Jan 2017
11 Interactive Broadband Consulting Group (IBB), April 2016
12 GE & Here Be Dragons, The Possible, Jan 2017
13 Samsung & Here Be Dragons, Night Before VR Holiday experience, Dec 2016