Adverts Need to be Less Intrusive for VR Vibrant Media Study Finds

A new study by Vibrant Media suggests that introducing virtual reality (VR) and augmented reality (AR) to advertising may be the best way to improve viewer engagement and get the message across in a world where ad blocking software has become the norm for many users.

The study concluded that the vast majority of consumers all want the same thing – a reduction in the number of adverts that are irrelevant to them, and a wish that adverts be less intrusive. Some analysts have suggested that the line between advertising and content should become thinner, a conclusion that Jordan Edelson, founder and CEO or Appetizer Mobile, agrees with: “VR, AR, and 360-degree video formats provide a new level of interaction with advertising content that makes the experience more interesting to your average consumer, who is able to experience a larger dimension of immersion with these technologies. By using VR and AR, publishers and their advertisers can build native, shareable user experiences that will ultimately make ads much less intrusive.”

Helen Mussard, VP of global marketing for Vibrant Media says that the company carried out test campaigns using VR and 360-degree content that attained 600% more interaction rates that standard 2D video ads: “When consumers engage with VR ads via a mobile device, we’re achieving an 85% interaction rate compared to the industry average of only 2.5% for digital advertising as a whole,” says Mussard.

Analysts warn, however, that the VR ads need to be carefully targeted, and not freeze out any potential consumers by being platform exclusive as VR and 360-degree content is currently quite expensive to produce, and overspending in this area could be a mistake. Brad Phaisan, CEO of OmniVirt commented: “It is critically important that digital publishers understand the impact of investments they make in this immersive medium. We don’t think it makes sense for them to overinvest in VR or AR content production or build custom VR apps.”

VRFocus will continue to bring you news on VR industry studies and reports as it becomes available.

Canadian Coke Bottles Get A Touch Of Musical AR For “Play a Coke”

The US might be a hotbed of activity where virtual reality (VR) and augmented reality (AR) is concerned – evidence of which is often seen in Sunday’s regular The VR Job Hub feature on VRFocus – but America’s nothern cousins are no slouches either. Canadians have a lot going on with both VR and AR too at the moment. Indeed, this weekend saw Vancouver host to this year’s CVR event, the biggest VR and AR conference in the country. Other examples are Samsung’s investment to create more and bigger Experience stores, likewise CTRL V are rolling out a chain of VR arcades across the country. Whilst other social projects are already using to the technology to help educate.

Now as part of a returning marketing campaign Play a Coke, Coca-Cola and Spotify have teamed up to give Canadians a taste not only of cola and music but of AR as well. Originating as a team up with well known AR advetising and marketing company Blippar back in 2014, which involved specially printed cans. The current iteration sees users able to download an app from either the iTunes or Google stores in that on seeing a promotional label on a Coca-Cola or Sprite bottle plays one of 189 Spotify playlists such with such names as BBQ Time and Nothing But Net. Once unlocked the user can save th playlist and enjoy it for the length of the Summer.Not only that, but users can change the track simply by twisting the bottle around. With additional album art for the relevant tracks also displayed in the space surrounding the bottle on the app. You can see an example of an earlier version of the app in action in this YouTube video from 2016. According to Coca-Cola they expect to produce thirty million bottles for the Canadian market during the 2017 version of the campaign.

Speaking on Play A Coke’s return, Coca-Cola Ltd’s Vice President of Marketing Michael Samoszewski said, “Music is a universal language that brings all of us together, no matter our culture or background. I’m thrilled we’re bringing back Play a Coke and making it even better with an amazing selection of new moments to make summer occasions even more memorable and fun. It’s a fantastic way for Canadians to enjoy ice cold refreshment and share their personal favourite soundtracks to summer.”

Now in its fourth year, it is likely one of if not the oldest recurring advertising campaign utilising a form of AR and continues a growing trend of advertiers looking to both AR and VR as ways to connect with their paying audience. Not including Play A Coke, Coca-Cola have been involved with both technologies previously. VRFocus will bring you more news on ways AR and VR are being used in the field of advertising as we get it.

ADVR Introduce New Marketing Platforms for VR and AR

US tech start-up ADVR have unveiled a new ‘marketing engine’ designed for Augmented Reality (AR) and virtual reality (VR) applications.

The new marketing platform uses artificial intelligence and machine learning to capture the likes and dislikes of the users and allow developers to use the generated analytics to target content to VR and AR users. The developers behind the system say that is id designed to enhance rather than disrupt the experience of gamers and other VR/AR users.

“ADVR is all about self-directed discovery that puts users in control so they not only find content they want and like, but can choose whether or not they actually interact with it,” said Arnaud Dazin, co-founder and CEO at ADVR. “Nothing is more sincere than genuine passion, and ADVR helps developers and marketers put a piece of themselves into their content marketing so it truly comes alive.”

The new marketing platform was created to provide a platform-agnostic way for developers and publishers to gain a reliable source of revenue from advertising while not disrupting the user’s experience of immersion.

Many companies are becoming increasingly interested in integrating advertising into AR and VR experiences. Adobe has been experimenting with its own advertising platform, and mobile marketing firm Verve have also begun producing advertising for VR in conjunction with digital effects company Digital Domain.

VR and AR in advertising is a growing area. VRFocus will continue to keep you up to date with new developments.

HTC’s New ‘VR Ad Service’ Can Tell If You’ve Looked at an Ad or Not

In-game advertisement (IGA) is a pretty divisive issue; on one hand it provides needed incentive to developers who otherwise wouldn’t have the funds, on the other hand its … advertisement, something most people try to avoid on principle. Now that virtual reality is coming to a wider audience, it seems the medium is mature enough to open the conversation about funding games with ads, something HTC is letting developers enable in a big way with their newly announced VR Ad Service—and VR ads are different. Very different.

Launched today at 2017 VIVE Ecosystem Conference, a new HTC event centered on the future of the Vive platform, the VR Ad Service will make it easier for developers to integrate a number of ad styles into their games hosted on Viveport. Viveport is the company’s digital distribution platform intended for both at-home service and the ever-growing out-of-home arcade market proliferating across China.

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The new program offers a number of ad styles that can play on both PC and a still unnamed HTC mobile VR headset. These include loading scene banners, big screen video, and both 2D and 3D in-app placement advertisements. A full list is available on the Vive developer site.

The VR Ad Service is an opt-in program, so only developers that wish to include ads can do so, however HTC says that by opting in “all of your free apps would be automatically put on the list which can be used to integrate VR Ads.”

But because of VR’s integrated head tracking technology, gaining revenue from ads is going to be a bit different. People actually have to look at the ads.

“Ads that appear in immersive VR environments can not only provide more effective impressions, they can also track whether the users have viewed them or have turned away their gaze,” writes HTC on the VR Ad Service site. “Accordingly, the multiplied effect of effective impressions and verified viewings will bring you higher advertising revenue!”

While in-game VR ads tracking your very gaze may sound like something out of a Neal Stephenson novel, it’s really a double-sided coin. By integrating more data points into the equation, advertisers can better determine what ads are actually relevant to you, so the likelihood of you seeing ‘dumb ads’ or ones cast out to the general public, decreases. The same theory applies to in-game analytics like Aladin Dynamics’ Ghostline tool used in Waltz of the Wizard which revealed some interesting information about what users did in the space, for how long, and what they found most interesting.

“Compared to ordinary Ad impressions, Ads that are seen by users in an immersive VR environment can not only meet the user’s needs by means of precise re-targeting, but can also be detected if they are viewed effectively by users. Therefore, promotion of your applications would have much more effective impression, which not only arouses the attention of potential users and enhance brand image, but further attracts interested users directly to download your apps in the VR environment!”

Vive’s VR Ad Service was announced alongside the news that the company will be an exclusive partner for all VR content related to upcoming film Ready Player One and a new HTC-led initiative called International VR Research Institute (IVRI), which has struck partnership with Shenzhen’s local government in order to “make Shenzhen a global center for VR research, development, and applications.”

The post HTC’s New ‘VR Ad Service’ Can Tell If You’ve Looked at an Ad or Not appeared first on Road to VR.

Acuity Intelligence Reveals AcuityVR, A New VR Marketing Analysis Tool

Market Research into shopping has shown that people regularly buy the wrong item in shops due to similarity of packaging and location within the store. AcuityVR is aiming to combat this by more fully understand consumer behaviour using a virtual reality (VR) store.

Announced today, the technology combines VR and eye-tracking to follow where shoppers are travelling in the store and what their eyes are drawn to. This can then enable brands and marketing professionals to better tailor products towards consumer preferences.

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“It is imperative that brand marketers and retailers understand the interactions that are occurring in-store so they can make better informed decisions regarding their brands. Yet, all too often they struggle to make good decisions due to the difficulties associated with analysing increasingly complex data sets and AcuityVR aims to overcome this,” explains Dr. Tim Holmes, Director of Research and Development, Acuity Intelligence. “By combining eye tracking technology with virtual reality and our expert insight, we can make budgets work harder and empower brands and retailers alike with insightful consumer behavioural data.”

VR marketing and advertising is a huge growth area within the industry. Acuity Intelligence, the company behind AcuityVR, will be demonstrating AcuityVR for the first time live on stand IB600 at the Marketing Week Insight Show at Olympia, London from March 8th to 9th

VRFocus will bring you further information on VR marketing products as it emerges.

VR Content Creation Market Set To Be Worth $41 Billion By 2024

Transparency Market Research (TMR) have conducted a study into the growth of the virtual reality (VR) market in order to understand various factors such a growth and competition.

TMR’s findings indicate that the total VR Content Market will reach a value of $41 Billion (USD) and a Compound Annual Growth Rate (CAGR) of 89.8% by 2024. The VR gaming market is currently leading the surge in growth, currently representing 50% of the market. TMR say this dominance is likely to remain over the coming years, but other sectors such as media and entertainment, travel, hospitality, retail and automotive will slowly catch up.

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Regionally, North American is dominating the market with a market share of 73.4%, but the Asia Pacific region is slowly gaining ground.

VR Advertising and Marketing is also predicted by TMR to be a growth market, as well as further VR developments and investments from retail, travel and media. We have already seen significant developments in VR advertising and entertainment here at VRFocus.

A TMR analyst had this to say; “With companies focusing increasingly on brand promotion and enhancing consumer experience, the demand for VR content creation is expected to rise further.”

VRFocus will continue to bring you news on the VR market.

Vibrant 360°/VR From Vibrant Media Introduce ‘Insperience Marketing’

Vibrant Media are hoping to use the recent ‘Insperience’ trend to change passive consumers into active participants when it comes to marketing and branding using virtual reality (VR) and augmented reality (AR)

Vibrant Media believes there is a strong demand for this. Their research team say that seven out of ten media planners and buyers want more AR and VR adverts incorporated into digital marketing campaigns. Half of the media agency executives surveyed expect the interactivity of VR and AR will reduce the use of ad-blocking.

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Founder and Executive Chairman of Vibrant Media, Craig Gooding, had this to say; “Vibrant 360°/VR is the first product in our insperience range, as 360 degree VR technology is the fastest growing segment within digital media right now. We’re also seeing strong demand for VR products from media agencies. Our researchers also found that one in ten of planners and buyers have their own VR headset or viewer they can use to experience VR ads, and one in five of them are open to the possibility that VR will be better than the real world.”

“However, our follow-up to Vibrant 360°/VR is a new AR product we’ll be adding to our insperience offering very soon. Consumers merely observe brand experiences. Insperiences involve them. Insperiences go far beyond enabling consumers to control brands’ digital content. Using very accessible app-free AR and VR technology, insperiences place consumers and their real world lives within branded digital environments. Without the need for additional applications on their device insperiences enable consumers to see themselves within the brand, to become personally connected to and part of the brand.”

At VRFocus we’ve covered VR/AR adverts before and it is clearly an area in considerable development so we will likely be writing about it more in future. It remains to be seen how consumers and users will react.

As always, VRFocus will keep you up to date with developments.

Mobile Advertising Platform Verve and Digital Effects Studio Digital Domain Join Forces

Mobile marketing provider Verve today announced it is teaming up with visual effects (VFX) studio Digital Domain in a deal where Digital Domain will produce exclusive video content for Verve’s mobile marketing platform.

Digital Domain is a respected VFX studio known for their work on Titanic, The Curious Case of Benjamin Button and Deadpool. They’ve also done extensive work in providing virtual reality (VR) live streaming for live events.
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“Brands are constantly looking for new ways to break through the noise and reach their target audiences,” said Amit Chopra, Executive Director and COO, Digital Domain. “Part of our company goal is to establish global alliances in new markets, and our partnership with Verve forges a powerful combination of technology and artistry — one that will enable brands to deliver engaging and contextually relevant ads to consumers.”

Marketing research has indicated that VR experiences elicit a stronger sense of emotional engagement than traditional advertising. Kevin Arrix, CRO of Verve, commented; “This initial partnership agreement provides Verve with an inventive new set of creative capabilities and, more importantly, it introduces exciting new opportunities for our clients to develop powerful and meaningful experiences for consumers. Virtual reality is rapidly emerging as a transformative new advertising medium. We’ve long been familiar with the quality of Digital Domain’s work in this area, and we are excited to partner with them in building the future of mobile advertising that VR represents.”

The prospect of advertisements in VR is a growing topic of interest for companies looking to increase their revenue. One such company is Adobe, who VRFocus reported earlier in the week are developing a VR advertising platform of their own. As things continue to develop in this section of the industry we will bring you more information. Be sure to follow VRFocus on social media to stay up to date.

Kenzen Studios Announce VR Mall Promotion and Entertainment Product

Swiss virtual reality (VR) developer Kenzen Studios have announced that they are launching a new VR product designed to be used in malls and shopping centres for the purposes of advertising, promotion and entertainment.

The product is a compact VR set up consisting of a HTC Vive head mounted display (HMD) and a backpack PC. It was been designed to minimise cables and power outlets required and also makes it simpler to set up for the user. A customer of the shopping mall can be set up with the device which will allow them to play a short, 2-4 minute VR game, which allows the customer to gain points which can be traded in for discounts, gifts or vouchers from participating retailers. The software can also be modified to include branding and product placement.

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The product was launched at Les Entilles Centre in La Chaux-de-Fonds on February 22nd and will be touring Coop Malls in Switzerland for 30 weeks.

Renato Blösch, Director of the Shopping Mall Letzipark in Zurich had this to say; “We are delighted to be the first shopping mall in Switzerland to bring this unique experience to our customers and provide this unique product placement opportunity for our partners. We anticipate a surge in attendance at our mall from the first day. Kenzan’s game manages to capture the imagination of curious customers of all generations.”

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Ronny Tobler, CEO of Kenzan Studios added; “The Virtual Reality experience is all about the content. We create the ultimate illusion by combining virtual and physical objects to delight customers. In our pilots with Coop Shopping Malls we verified that a VR experience is a great crowd-puller.”

VRFocus will bring you further information on this new product and Kenzen Studios as it comes in.

Adobe Developing VR Advertising Systems

Adobe is showing off a project at Mobile World Congress (MWC) in Barcelona this week concerning advertising in virtual reality (VR). At the moment it is only a prototype from Adobe’s research labs and involves watching 2-D videos theatre-style.

Presently the adverts work thus: If you are watching a video through a virtual theatre such as the ones provided by Netflix and Hulu, the system will interrupt viewings of the video, similar to traditional TV adverts, but can also show additional information to either side or above the user, such as further information on the product, access to coupons or even the opportunity to tweet from within the VR world.

Adobe Primetime Director of Product Management Campbell Foster said in an interview with Variety; “With 360, it’s not clear what content is going to look like beyond gaming. For entertainment, VR is a lot more promising than AR.”

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Since the product is still in early stages, it’s currently focused on the theatre-style viewing, and is optimised for use with mobile VR platforms. Mr. Foster also said that it was possible that VR adverts could eventually take advantage of the features currently used in Adobe’s traditional advertising, such as detailed analytics and consumer targeting.

Mr. Foster also suggested that when the ad unit was developed further, it might be possible to ‘beam’ the user out of the theatre setting and place them somewhere else for the duration of the advert, and then return them when the advert was complete.

For further news on Adobe’s VR projects, it will be on VRFocus.