Chart of the day: In a recent study on customer sentiments on virtual reality, by Ipsos MORI, they find that over 3 in 10 don't care about VR at all, and many think VR is just for gamers
VR devices are currently too expensive according to 66% of respondents and the majority (86%) would like to try VR before buying.
The key findings as shown in the chart above include:
Over half have an underground of what VR is and just under half are interested in experiencing it
6 in 10 believe VR experiences are made just for gamers
Most find the devices are too expensive even though there are cheaper options available
The research also found that over 6 in 10 (63%) of 16-24 year olds are positive of the technology, compared to just over 3 in 10 (33%) of those aged 55-75.
Over half of…
Stay ahead of the curve with these essential 2017 retail trends
There are lots of exciting new digital technologieis for retail marketers to explore next year, including: chatbots, social commerce, Google Beacons and virtual/augmented reality.
Retail marketers have had to be patient over the last few years. We all know the future lies in creating a seamless shopping experience between online and offline consumer habits. And we know personalised, targeted messages are the way to guide users from one habit to the next.
The problem is, we don’t really have the technological means to do all of this in an integrated way yet. Despite all the talk and ambition, the necessary technology isn’t readily available, affordable or practical enough for retailers to implement on a wide scale.
However, 2016 has felt like a genuine turning point for retail marketers. We’re almost there. 2017 could finally be the year retail marketing comes of age.
Virgin Holidays Case Study: How to use virtual reality to show off your product
Particularly relevant for travel retailers, virtual reality provides an opportunity to showcase their product in a way that was previously impossible. Perhaps it's the best new technology for the sector since the jet engine! This first example shows how can now take your customers under the sea, to the top of mountains and onto the sunniest of beaches without them having to leave the branch, as this 360° video from Qantas shows.
The Virgin Reality initiative
Many travel brands have started experimenting with using VR to let customers 'try before they buy', and have done so by creating 360° videos which viewers can pan around. We've got to admit, they're pretty darn cool, and a lot of fun. But technically, they aren't virtual reality. Virtual reality means being able to look around the virtual world…
3 of the most important marketing trends shaping the travel sector in 2017
It is estimated that during 2016, total retail travel sales across the globe will reach $22.049 trillion, up 6.0% from the previous year. According to Statista, by 2019, the online travel industry is forecasted to grow to 762 billion U.S. dollars.
Today, the majority of people use different websites during the travel purchase journey, either to find information about a destination, read reviews or to book travel online. August 2016 research published by the Association of British Travel Agents (ABTA) found that 76% of UK internet users had booked holidays digitally in the past 12 months. In the US, Emarketer estimates that 52% of travel bookers use online platforms to make their bookings. That makes digital marketing techniques like SEO, UX and Social Media Marketing absolutely critical to success in the travel industry. Keeping up with the…
Virtual Reality and Augmented Reality will transform from interesting gimmick to core marketing channel
Virtual and Augmented reality tech has already started to make waves in the world of marketing, but you ain't seen nothing yet!
According to research conducted by Goldman Sachs, the market for VR and AR tech is set to explode in size, reaching a combined $35 billion worth of revenue by 2025. This may sound like a long way off, but it's only 8 years away- which will go quicker than you think!
For marketers the really juicy segments in the chart are the retail, video entertainment and live events sections, which combined account for more than eight and a half billion dollars in predicted market size. There are a myriad of ways this kind of technology will prove a boon for marketers in all sorts of different industries - augmented reality dressing rooms for retail, showing prospects around a…
Travel, retail and brand examples of marketing with the new virtual reality headset
You will know that the Oculus Rift is one of the hot technologies for 2015. It came to prominence in March this year when Mark Zuckerberg announced Facebook's acquisition of the VR platform explaining that, as he sees it, it is much more than a new gaming platform.
'This is really a new communication platform. By feeling truly present, you can share unbounded spaces and experiences with the people in your life. Imagine sharing not just moments with your friends online, but entire experiences and adventures'.
While no consumer launch date has been set yet, Oculus Rift Dev Kit 2, a developer version with headset has recently started shipping and it is expected to be released in 2015 with a price in the range of $200 to $300. At this price it seems inevitable…
Not long ago, virtual reality was the futurists' "mot du jour" before the underwhelming takeup of VR gloves, headsets and Second Life.
Now, in 2009, I'm sure you've noticed, augmented reality featuring widely in the media. So as an update to for the next editions of my books, this post gives a definition and showcases some examples. I'd love to hear about other examples too - particularly where AR is being used for web marketing.
Definition of augmented reality marketing
It's tricky to define AR since it's new and has many different applications and feedback mechanisms from data capture to user. But here's the one sentence definition of how I see it used in commercial web context - please put me straight!
Augmented reality blends real-world digital data capture typically with a digital camera in a webcam or mobile phone to create a browser-based digital representation or experience mimicking that of the real-world
Examples always work…