Written on 02/23/16 9:00 AM
Technology is moving faster than ever. Every day you can read a new article, report or blog about new advancements in technology. It looks like virtual reality (VR) is the newest development – and marketers are already looking to make a name with the early adopters of VR.
VR can be used for travel, games and much more. Google has already made their claim in the VR market with cardboard, literally. Google Cardboard is giving brands the opportunity to take this new technology into their hands with app creation and hands-on development with Google.
Google Cardboard is a simple transition into this new technology, and is already the masses’ introduction to VR. Google Cardboard does have its downsides. The DIY cardboard is simple to use, but has limitations. Matthew Schmidgall is a sr. motion graphics designer at RPM, and he described a quick onset of motion sickness while using the device. Moving from app to app is a challenge with the device too, because you have to take your phone out of the cardboard headset.
However, Matthew believes the price point is low enough that it will allow people to “experience VR who might not be able to afford it.”
Technology brands like Samsung have made a more sophisticated introduction into VR with the Samsung VR. The NFL brought the NFL Draft to Chicago in the spring of 2015. I had the opportunity to play with the Samsung VR and I was impressed. The NFL did not spare any expense in bringing their gaming experience to real life.
When I put on the Samsung VR I was put into the middle of an NFL game. I returned an NFL kickoff back for a touchdown, with all of the sounds and visuals you see on TV. I didn’t experience any motion sickness; however, the technology did seem a bit advanced with a large learning curve. And unlike the Google Cardboard, the price entry to experiencing the Samsung VR is much higher.
According to an eMarketer.com study, most users’ concerns about purchasing VR would be the price. Even though you can purchase Google Cardboard for as little as $5, it is no comparison to the Samsung VR. The next challenge for manufacturers of VR will be to find that middle ground of price and difficulty that can appeal to the masses. The barrier to target VR to different audiences may not be that difficult, with more than 64% of Baby Boomers saying they are interested in VR. Nevertheless, if price is still a major concern, it may be a few years before VR is a regular household item.
Every year new trends and technology arrive – some last, and some don’t. One thing is for sure, brands have a real opportunity to jump on the VR bandwagon now, before the competition. Maybe 2016 won’t be the year, but the rewards are apparent. RPM is here to help brands entertain their audiences and create experiences that are second to none. Next month we will explore the potential applications and examples of how VR is already being executed in the marketplace. With the launch of the Oculus Rift, we are sure there will be much to talk about.