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AR
An enhanced environment that seamlessly blends
the digital and physical world through advanced
technology. While AR is used extensively by the
military and in business-to-business applications,
consumer-focused programs are less common.
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Taking VR mainstream: Barriers to adoption
While VR has made great strides in recent years, the technology has yet to reach critical mass.
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Global study: Consumer interest in VR
To help brands better understand consumer awareness of and interest in VR, SapientNitro commissioned a global study
of 2500 consumers.
Key findings:
VR awareness is increasing
There is strong appetite for VR content and experiences
VR availability and trial rates remain low, stymieing adoption
Consumers are willing to invest in VR once brands commit to the medium
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Key finding: VR awareness is increasing
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Key finding: Consumers have significant appetite for VR
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Key finding: VR availability and trial rates remain low, stymieing adoption
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Key finding: Consumers are willing to invest in VR
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The million dollar question: When will VR become mainstream?
Using these data as a baseline, we can anticipate the following timeline for VR adoption:
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Phase 1: Emerging platforms
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Phase 2: Mobile and VR
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Phase 3: Non-gaming applications
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Phase 4: Augmented reality
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Conclusion
Now is the time for brands to experiment and explore how they
can fit VR and AR into their strategies. Those who recognize and
exploit this technologys ability to generate empathy, develop
deeper connections, and create lasting memories are placing
themselves on the leading edge of immersive marketing.
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About the author
Adrian Slobin
Managing Director and Digital Strategist, SapientNitro Minneapolis
aslobin@sapient.com
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