Virtual reality (VR) provides an immersive 3D experience that transports users inside digital environments instead of restricting them to 2D displays. This allows marketers to communicate experiences in a more engaging way. There are two main types of VR content: 360-degree videos which users can passively view, and interactive environments rendered in real-time. Mobile VR using smartphones is already widespread, while higher-fidelity tethered VR headsets connected to PCs will soon provide improved graphics, tracking, and controls. VR gives marketers a new tool to engage and educate consumers, boosting the impact of their content marketing by bringing concepts to life in an immersive way.
4. TRADITIONAL MEDIA = COMMUNICATING IN 2D
• Traditionally we would produce multimedia content that our consumers
will watch on some form of display – phone, tablet or computer.
• We are forced to shrink down a 3D experience to fit on a 2D display.
• A small 2D display is our only window to connect to our customers’ minds
and hearts and sell them the experience. It is a bottleneck we had to
accept until now.
Consumer Display Experience
5. VIRTUAL REALITY = COMMUNICATING IN 3D
• Virtual Reality goes beyond the limited 2D displays of traditional
media. It lets us transport our customers right into these experiences.
• They can look around, move around and interact. It feels real.
• As with any piece of content marketing, when we create a high-quality
experience, our consumers will pay more attention and feel more
emotionally connected.
Consumer transported inside the experience
6. TWO BASIC TYPES OF VIRTUAL REALITY EXPERIENCES
• 360 degree videos in 2D and 3D: A camera rig is placed
in the center of the scene, shooting in 360 degrees.
Consumers watching these videos can look around by
moving their heads, but are otherwise passive, not able
to move in or interact with the scene.
• Real-time rendered content: The experience is fully
rendered by a computer. Consumers can look around,
move around and interact with the virtual environment.
Graphics can be almost photorealistic, depending on
the performance of the VR system.
Camera rig with 9 GoPros
for shooting 360 degree
videos
7. RISE OF VIRTUAL REALITY: MOBILE VR ALREADY HERE
• In Mobile VR smartphones are used together with dedicated head
mounts. You are basically strapping your phone to your face.
• There is a wide range of head mounts at every price point. With
hundreds of millions of VR-capable phones on the market, most
consumers get their first taste of Virtual Reality with Mobile VR.
• Smartphone’s relative lack of horsepower limits graphical fidelity.
Samsung Gear VR Google Cardboard
(consumer launch 2015) (consumer launch 2014)
8. RISE OF VIRTUAL REALITY: TETHERED VR COMING SOON
• Tethered VR systems are powered by computers not smartphones.
• Their more powerful hardware allows for a higher-quality virtual reality
experience with better graphics, positional tracking and controllers.
• This comes at the cost of mobility since these systems require a
dedicated computer to which they are tethered via cable.
Oculus Rift HTC Vive Sony Playstation VR
(consumer launch 2016) (consumer launch 2016) (consumer launch 2016)
10. EXPANDING OUR TOOLBOX
• The goal of marketing and PR is to engage, entertain and educate
consumers.
• Any technology which helps us tell our stories and connect with
consumers in a more effective way has to be explored.
• Virtual Reality is a powerful new medium that is being shaped right
now, with people from all backgrounds and disciplines collaborating.
Do you really want to sit on the sidelines?
11. BOOSTING OUR CONTENT MARKETING
• The marketing reality of tomorrow – preferably even today – is creating
branded content that is as good as the best traditional media in its field.
• Going into Virtual Reality today gets us more than early-adopter
prestige. It also boosts our content marketing.
• Defining core values and messages, crafting stories and experiences
and setting up an internal content production system further prepares
us for the marketing landscape ahead.