Will 2015 Be the Tipping Point for Virtual Reality?

Brands have real­ly only begun to scratch the sur­face of VR’s mar­ket­ing poten­tial. So where is it going? And how long until we get there?

Lisa Lacy By Lisa Lacy. Join the discussion » 0 comments

Google Card­board is quick­ly democ­ra­tiz­ing VR tech­nol­o­gy and ear­ly advo­cates – includ­ing speak­ers at ad:tech San Fran­cis­co – insist it is much more than a flash-in-the-pan toy. That’s because it deliv­ers expe­ri­ences they describe with words like “mag­i­cal” and “breath­tak­ing.” And these are expe­ri­ences trans­port con­sumers away from real­i­ty and to an almost child­like place with strong emo­tion­al con­nec­tions, they say.


That, in turn, trans­lates to huge oppor­tu­ni­ties for brands once the tech­nol­o­gy reach­es crit­i­cal mass. So how close are we to that point? And what does that mean for mar­keters?

Discovering VR

Craig Dal­ton, CEO of device case man­u­fac­tur­er Dodocase, which makes a pop-up VR user, likens a consumer’s first expe­ri­ence with VR to “the first time look­ing through a tele­scope” when he or she expe­ri­ences “incred­i­ble joy and awe.”

And, Dal­ton notes, if a brand/marketer “is deliv­er­ing a smile to a human being, it’s a price­less oppor­tu­ni­ty.”

Fur­ther, Dan Fer­gu­son, direc­tor of dig­i­tal inter­ac­tive at design, visu­al effects, ani­ma­tion and enter­tain­ment stu­dio Reel FX, says visu­al con­tent is “not that impact­ful when it’s on a rec­tan­gle on the wall, but when you put on a head­set that is hooked up to an expen­sive device, it’s extreme­ly mag­i­cal.”

That gut­tur­al reac­tion that peo­ple have – as soon as they see it, they know it’s some­thing spe­cial and impor­tant,” he adds. “When you can film some­thing in 360, it trans­ports you. We should be record­ing our lives like this. I could go back in time and see my fam­i­ly at var­i­ous stages of [our] lives and feel like [I’m] there.”

Moving Closer to Mainstream

And while VR is, in many respects, still a hot new toy, 25 mil­lion VR head­sets are pro­ject­ed to be in cir­cu­la­tion by 2020.

What’s more, Google Card­board enables smart­phone users to eas­i­ly turn the devices they already own today into VR devices.

Our mes­sage is the 1.7 bil­lion mobile phones out there are VR devices – peo­ple just don’t know it yet,” Dal­ton says.

And, he says, Card­board is the VR “gate­way drug,” because it is so much more acces­si­ble than Ocu­lus.

And not only is Google Card­board on the verge of mak­ing VR much more com­mon­place in con­sumers’ lives, the tech­nol­o­gy is sim­ply get­ting bet­ter, which could also be the sign of a tip­ping point.

For her part, Valerie Carl­son, exec­u­tive cre­ative direc­tor at mar­ket­ing and con­sult­ing com­pa­ny Sapi­ent­Ni­tro, points to a scene in the movie Wild that “gives you the feel­ing that you are present in the red­woods with Reese With­er­spoon and made me feel the qual­i­ty of the work is bet­ter.”

 

Big Potential

And like the voice in the corn­fields in the movie Field of Dreams, now that the tech­nol­o­gy has been built (and ame­lio­rat­ed), mar­keters are com­ing.

In fact, brands like Dell and Chuck E. Cheese have filmed com­mer­cials with 360-degree cam­eras for more immer­sive con­tent, Fer­gu­son notes.

But there’s even more poten­tial than that for VR to deliv­er new expe­ri­ences.

You have to test and learn and you have to fail,” Carl­son says.

In fact, Carl­son says Sapi­ent­Ni­tro has part­nered with con­trol plat­form Sixsense on appli­ca­tions that allow con­sumers to “grab things in VR, which is more ori­ent­ed to gam­ing, but has a piece for retail.”

In oth­er words, some­day we might shop in VR.

It’s about human nature. Every­thing we do or buy has some­thing to do with con­nect­ing with oth­ers. And there’s huge poten­tial for con­nec­tion [with VR], Carl­son says. “Right now, e‑commerce is flat. It’s a web­site and you’re pok­ing but­tons and look­ing at flat images. We don’t cre­ate immer­sive expe­ri­ences, we can’t repli­cate the show­room experience…but VR is a true expe­ri­ence [that enables] new real­i­ties through immer­sion.”

Accord­ing to Carl­son, VR can trans­port con­sumers to the fash­ion cap­i­tals of the world and she is exper­i­ment­ing with how con­sumers want to move through spaces in part because brands don’t want to deliv­er the same con­sumer expe­ri­ences they do in brick and mor­tar loca­tions.

There is a lot of desire to use exist­ing UI and meth­ods we’re com­fort­able with. What we’re hop­ing we can do is use oth­er forms of direc­tion­al devices and cre­ate new ways of mov­ing through spaces,” Carl­son says. “If you are in a space and it’s some­thing that is real – a place that already has visu­al mark­ers, you can try to use sound, music and voiceovers rather than the but­tons and arrows in e‑commerce. That alone is a mech­a­nism to bet­ter under­stand­ing.”

Fer­gu­son points to an expe­ri­ence with Sam­sung Gear that emu­lates the browsing/shopping expe­ri­ence and a user’s head becomes the mouse.

For Mitch Gel­man, vice pres­i­dent of prod­uct at web­site and media prop­er­ty brand Gan­nett Dig­i­tal, VR is about deliv­er­ing news to a new – read: younger – audi­ence and con­nect­ing on that target’s terms in part because VR is “an empa­thy machine” and allows news orga­ni­za­tions to deliv­er con­tent to users that “feel what they are see­ing in ways that do not exist today.”

It height­ens the con­nec­tion to the sto­ry and removes bias with 360-degree views and con­nects peo­ple to news in way that can be fun again,” Gel­man says. “This emerg­ing sto­ry­telling tech­nol­o­gy allows us to be bet­ter sto­ry tellers.”

He points to an inter­ac­tive expe­ri­ence from the Des Moines Reg­is­ter, Har­vest of Change, which “told the sto­ry [of a farm] by build­ing a gam­ing envi­ron­ment and cre­at­ing dra­ma between old­er mem­bers of the fam­i­ly and whether they were able to pass it down.”

And Dal­ton points to a project with Elle Mag­a­zine in which the brand sent view­ers to influ­encers and worked with a cou­ture design­er to film a 360-degree immer­sive video and give influ­encers ear­ly access to a col­lab­o­ra­tive col­lec­tion at an exclu­sive loca­tion in Paris.

The abil­i­ty of VR to trans­port you some­where you don’t nor­mal­ly have access is crit­i­cal­ly impor­tant,” Dal­ton says. “You have access to a chateau in Paris you wouldn’t have oth­er­wise.”

For his part, Gel­man says VR offers oppor­tu­ni­ties for prod­uct place­ment, brand asso­ci­a­tion and native adver­tis­ing with­in expe­ri­ences.

In addi­tion, he notes, “For us, we’re a news­pa­per com­pa­ny seen as cut­ting-edge,” which appeals to poten­tial adver­tis­ers.

But there’s still work to do.

Gel­man says brands must take advan­tage of Card­board view­ers and sim­pli­fy prod­ucts, chal­lenge norms and estab­lish best prac­tices.

Dal­ton agrees the indus­try needs VR best prac­tices, but it’s a worth­while invest­ment. Poten­tial is huge because most con­sumers will at least even­tu­al­ly end up with a Card­board device as a free­bie from a brand, he adds.


Where do you see VR’s mar­ket­ing poten­tial?

Lisa Lacy

Written by Lisa Lacy

Lisa is a senior features writer for Inked. She also previously covered digital marketing for Incisive Media. Her background includes editorial positions at Dow Jones, the Financial Times, the Huffington Post, AOL, Amazon, Hearst, Martha Stewart Living and the Dian Fossey Gorilla Fund.

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