Should we really be Marketing Virtual Reality?

With so many big names beginning to adopt virtual reality systems, including Google, Samsung, Mercedes, and even The New York Times, you have to wonder if it’s worth all the fuss. Should we be implementing it into every tech-related feature? To find out, we’ll have to look at the data.

Companies that are using virtual reality in some way or another are bringing in more cash, according to statistics. But the majority of that money is passed on to the creators of the virtual reality gadgets. While brands can hire experts to make an app of their own, it’s expensive to do so - up to $500,000, in fact, and it’s hard to tell if it’ll pay off.

Some brands have completely committed to their portion of virtual reality and hope it gets more attention. After an average start, they’re glorifying the information and staying positive to regain the public’s interest. There’s no surefire way to use virtual reality to intrigue customers and increase sales yet, but Amobee, MediaSpike, and Vertebrae have all stuck with it and have been somewhat successful.

The biggest downside to virtual reality is the fit, weight, and look of the head gear. Not only has it yet to be regarded as socially acceptable, but it can also fit poorly and weigh down the user’s head. Upon Facebook backing out of its Oculus Story Studio, we can see that these concerns, as well as a few others, are legitimate.

A great substitute to virtual reality is the closely-related augmented reality, which doesn’t use the same hardcore parts that its successor does. It’s small, simple, and subtle in its functions, and this could be perfect for marketing. Developers just need time to create working body implants and specialized glasses to take full advantage of this new technology.

All in all, while virtual reality can be used in marketing, augmented reality is the way to go. Companies who already use virtual reality should continue to do so, but remain open to the idea of augmented reality soon taking over.

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