Part 1 of 3 of Virtual Reality & Marketing. In this part there's an overview of what virtual reality is and a few statistics to keep in mind when working with this new technology.
2. Table of Contents:
Section Title: Page Number:
Information About Virtual Reality 3
Statistics 10
Manufactures 15
Companies Using Virtual Reality 27
Considerations 40
Ways to Use Virtual Reality in Marketing 53
Industries That Use Virtual Reality 71
Pros and Cons 77
Virtual Reality Trends 86
Work Cited 96
3. Virtual Reality & Marketing:
Definition-
Virtual Reality (VR)-
The use of computer
technology to create a
simulated environment
VR places the user inside an
experience
Users are immersed and able
to interact with 3D worlds
By simulating as many senses
as possible the computer is
transformed into a gatekeeper
to this artificial world
Limits to near-real VR
experiences are the
availability of content and
cheap computing power
Compiled by author from marxentlabs.com
4. Virtual Reality & Marketing:
The Technology-
Virtual Reality’s most
recognizable component is
the head-mounted display
(HMD)
Display technology is what
makes immersive Virtual
Reality systems different
from other systems
CAVE automatic virtual
environments actively
display virtual content
onto room-sized screens
Compiled by author from marxentlabs.com
5. Virtual Reality & Marketing:
The Technology-
Leading
The
Industry:
Google
Cardboard
Samsung
GearVR
Epson
Movario
Up And Coming
Players Who May
Surprise The
Industry With
New Levels Of
Immersion And
Usability:
Meta
Avegant
Glyph
Daqri
Magic
Leap
Compiled by author from marxentlabs.com
6. Virtual Reality & Marketing:
Features-
Audiovisual
information is
replicated in Virtual
Reality:
Active research and
development efforts
are still being
conducted into the
other senses
Tactile inputs such
as omni-directional
treadmills allow:
Users to feel as though
they’re actually
walking through a
simulation
Haptics, also known
as kinesthetic
or touch feedback:
Has progressed from
simple spinning-weight
“rumble” motors to
futuristic ultrasound
technology
Compiled by author from marxentlabs.com
7. Virtual Reality & Marketing:
Statistics-
The virtual reality
device market is
expected to reach
$407.51 million by
2018
VR $30 billion in
revenue by 2020
24 million virtual
reality and
augmented reality
devices are
expected to be
sold in 2018
More than 12
million virtual
reality headsets
will be sold in 2017
By 2018 the virtual
reality market
could reach $7
billion, with $2.3
billion from VR
hardware and $4.7
billion from
software
Compiled by author from hottopics.ht
8. Virtual Reality & Marketing:
Statistics-
Sales of virtual head mounted displays (HMDs) could grow from 200,000 to about
39 million in 5 years
VR pioneer Oculus exceeded its $250,000 funding goal on Kickstarter within 24
hours, going on to raise over $2.4 million by the end of its campaign
Oculus only ever sold (via Kickstarter) headsets as developer kits, but it still
shifted 100,000
Facebook bought Oculus for $400 million in cash and $1.6 billion in stock – even
though Oculus had not released a commercial product
Facebook says Oculus has to sell up to 100m units to make a real difference
Compiled by author from hottopics.ht
9. Virtual Reality & Marketing:
Statistics-
10 people are now
working at the
Oculus Story
Studio – an
internal team
developing ideas
around virtual
reality in movies
VR doesn’t need to
be expensive
Oculus first big
project was Lost,
directed by
Saschka Unseld, a
former Pixar
animator
Many companies
are developing VR
headsets:
Sony/PlayStation,
Oculus,
Microsoft/Hololens
and Samsung
There are 188
virtual reality
headsets currently
available on
Amazon
Compiled by author from hottopics.ht
10. Virtual Reality & Marketing:
Statistics-
In 2014, Google launched Cardboard, a kit for creating your own headset made
from cardboard, can be bought for $4.08
There are 183 companies describing themselves in the virtual reality category
336 startups list themselves under AR
One of the highest profile first generation virtual reality products was Nintendo’s
Virtual Boy
Nintendo shipped 350,000 units making it the firm’s biggest ever flop
Compiled by author from hottopics.ht
11. Contact Us for the Full Presentation:
Mediacontact USA Inc.
13575 58TH Street North #160
Clearwater, Fl. 33760
T: 727 538 4112
E: contact@mcusa.co
www.mediacontactusa.com
12. Work Cited:
"10 Ways Marketers Can Use Virtual Reality Right Now." Econsultancy. Web. 15 Jan. 2016.
<https://econsultancy.com/blog/66587-10-ways-marketers-can-use-virtual-reality-right-now/>.
"20 Stats to Make You an Instant Expert on AR and Virtual Reality." Hot Topics. 29 July 2015. Web. 15
Jan. 2016. <https://www.hottopics.ht/stories/consumer/20-stats-that-will-make-your-eyes-pop-with-
the-promise-of-virtual-reality-and-ar/>.
"5 Top Virtual Reality & Augmented Reality Trends 2015." Marxent. 22 Jan. 2015. Web. 15 Jan. 2016.
<http://www.marxentlabs.com/top-virtual-reality-augmented-reality-trends-2015/>.
"Chief Virtual Reality Officer: What's Your VR Strategy?" Similarweb Blog. 13 Jan. 2016. Web. 15 Jan.
2016. <http://www.similarweb.com/blog/chief-virtual-reality-officer-whats-your-vr-strategy>.
"How Companies Are Marketing with Virtual Reality - Chiefmarketer."Chiefmarketer. 17 Aug. 2015.
Web. 15 Jan. 2016. <http://www.chiefmarketer.com/companies-marketing-virtual-reality/>.
“Virtual Reality For Marketers: 5 Ways To Succeed With Oculus Rift."Co.Create. 20 Oct. 2014. Web. 15
Jan. 2016. <http://www.fastcocreate.com/3037109/virtual-reality-for-marketers-5-ways-to-succeed-
with-oculus-rift>.
"Virtual Reality: Pros and Cons." Virtualreality007. 18 Mar. 2012. Web. 15 Jan. 2016.
<https://virtualreality007.wordpress.com/virtual-reality-pros-and-cons/>.
"What Is Virtual Reality? VR Definition and Examples | Marxent."Marxent Top Augmented Reality Apps
Developer What Is Virtual Reality Definition and Examples Comments. 3 June 2015. Web. 15 Jan.
2016. <http://www.marxentlabs.com/what-is-virtual-reality-definition-and-examples/>.