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AR & VR: Building Brand Awareness & Creating Targeted Experiences

AR & VR: Building Brand Awareness & Creating Targeted Experiences

AR & VR: Building Brand Awareness & Creating Targeted Experiences

AR & VR: Building Brand Awareness & Creating Targeted Experiences

February 10 , 2021

Originally Published Here

Summary

Workplace Safety in California: Cal/OSHA Inspector Interviews , a number that continues to increase as more industries turn to AR and VR to create immersive user experiences.

Companies are offering stand-alone experiences that integrate augmented reality and virtual reality at events, such as Samsung and Live Nation's broadcast of a VR Coldplay concert, as well as through in-store location based applications to encourage a seamless "try before you buy" approach, like Gucci's AR apparel and accessories try-on app.

As a society with limited attention spans, these immersive experiences may be the answer to cultivating brand awareness and fostering consumer loyalty.

Brands are using augmented reality and virtual reality to create more targeted and personalized experiences for their customers, while simultaneously increasing brand awareness and collecting real-time data on consumer preferences.

One survey showed that 53% of respondents would be more likely to purchase from a brand that sponsors a VR experience and 62% would feel more engaged with a brand that sponsors a virtual reality experience.

We have seen numerous companies successfully utilize immersive experiences in connection with their brand messaging and sales experience, inundating consumers with branded content and objects; Topshop launched Kinect Fitting Room, a virtual fitting room in which shoppers can "try" different items of clothing; Patron launched The Art of Patron, a Virtual Reality Experience, giving customers a "live" personal tour of its Hacienda distillery; and IKEA launched IKEA Place, allowing customers to place furniture from the IKEA catalog in different rooms around their homes.

A Nielsen survey found that global consumers are most interested in using augmented reality and virtual reality to both assist and enhance their daily lives , which includes using AR and VR technologies to assist with their purchasing decisions.

Despite the promise of a more customized user experience, the slower-than-anticipated adoption of AR and VR by users has been attributed to cost, form of headsets, and an overall lack of widespread demand by consumers for AR and VR experiences.

The video gaming industry has been the most successful at integrating augmented reality and virtual reality to enhance the gaming experience, and to date, AR and VR games make up the second largest amount of AR/VR spending after consumer hardware.

The future looks promising for augmented reality and virtual reality and AR and VR have created an entirely new landscape for advertisers to reach their target demographic and for brands to educate, sell and train consumers on new products.

Reference

Is it time to MAKE AR and VR a part of your reality? (2021, February 10). Retrieved April 15, 2021, from https://www.natlawreview.com/article/it-time-to-make-ar-and-vr-part-your-reality