{"id":184640,"date":"2017-03-23T13:59:01","date_gmt":"2017-03-23T17:59:01","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/what-weve-learned-about-virtual-reality-advertising-broadcasting-cable-blog\/"},"modified":"2017-03-23T13:59:01","modified_gmt":"2017-03-23T17:59:01","slug":"what-weve-learned-about-virtual-reality-advertising-broadcasting-cable-blog","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/what-weve-learned-about-virtual-reality-advertising-broadcasting-cable-blog\/","title":{"rendered":"What We&#8217;ve Learned About Virtual Reality Advertising &#8230; &#8211; Broadcasting &amp; Cable (blog)"},"content":{"rendered":"<p><p>    A year ago, at Mobile World Congress 2016, Samsung announced    its first million hardware shipments. This marked the first    time a major VR headset manufacturer    had reached this milestone. At this same time last year, Mark    Zuckerbergs surprise appearance in Barcelona, surrounded by an    audience all in VR headsets, sparked excitement for the future    of VR. The image went viral and capital, entrepreneurs and    brands made significant investments into the space.  <\/p>\n<p>    A year later, critics question whether VR is just a    fad or whether it is the next major computing platform.    With holiday sales of headsets underwhelming expectations, the    cynics commentary has gotten louder. It is important for    everyone to keep in mind, that just 12 months ago, there was no    HTC Vive on the market. Even Daydream, Playstation and Oculus    launched in just the past 6 months. So any opinion or    commentary on the space feels too early.  <\/p>\n<p>    As a VR platform working closely with brands, publishers, and    VR content producers, we have seen consistent increased demand    in the VR ecosystem over the course of the past year. Rather    than sharing an opinion piece of whether this is the year of VR    or not, I wanted to share the data that we are seeing from real    business and real consumer engagement with our products.  <\/p>\n<p>    What we see today is higher consumer engagement, higher quality    content, and more demand from brands than ever. This February    marked a new record with substantial year-over-year growth.    Today, we have helped more than 100 brands and publishers    deliver over 100 million VR ad impressions. Here are the key    takeaways based on our data and case studies.  <\/p>\n<p>    Consumers Engage With VR 10X Higher  <\/p>\n<\/p>\n<p>    The real question to justify whether VR actually will take off    is around consumer engagement. Almost every brand has asked    what the uplift and engagement will be when they invest in VR.    For every campaign, we have run both VR and 2D experiences to    compare the performance across the same placement. We started    by comparing 360 photos with 2D images. Then, we compared 360    VR videos with 2D videos. These experiments were performed    across all platforms, including VR headsets, smartphones,    tablets, and desktops.  <\/p>\n<\/p>\n<p>    We measured heat-map (eyeballs) tracking, time spent in the    experience, and click-through-rate for the display units. All    data suggests that VR experiences gain higher attention from    audiences. With higher engagement from audiences, brands can    ensure that their message is delivered more effectively.  <\/p>\n<p>    Brands Are Investing Even More in VR    Technology  <\/p>\n<p>    Initially we thought VR experiences made sense for travel and    real estate. The nature of their products is one that aligns    well with a 360 experience. In reality, however, we have seen    a broad range of VR content from brands. You may not think a VR    campaign would be straightforward for insurance, alcohol, kitty    litter, or even fast food companies, but we have seen brands    from all verticals bring audiences into their narrative through    this immersive media format. Below are just some examples:  <\/p>\n<p>    IBM, Morgan Stanley, Honda, Infiniti, GE, Toyota, Google,    Microsoft, NASA, Uber, Cartier, Coach, United Airline, Farmer    Insurance, Ford, Mercedes, Cadillac, Maxis Telecom, Chevron,    Volkswagen, Johnny Walker, Caudalie, KIA, Clorox, RYOT,    Samsung, Lexus, Netflix, Fifty Shades, Chick-fil-A,    Jack-In-The-Box, Herbalife, Tourism Australia, Hitachi, Porche,    Time-After-Time, US Army and American Home Insurance.  <\/p>\n<p>    Our takeaway: Every brand can effectively use VR for its    marketing. Immersing your potential customer in your brands    narrative is not a new objective to the marketer, and VR is    being experimented with and successfully executed by creatives    the same way we have seen these brands lean into online video    10 years ago.  <\/p>\n<p>    And production value is getting stronger as well. One year ago,    stereoscopic 360 content (VR content that is created for    dimension of left and right eyes) was still in the lab. Not    many brands and production partners knew how to film it. Now,    we are serving advertising campaigns with stereoscopic video on    a daily basis. We are receiving inbounds about spatial audios    (360 audio), 8K resolution, 180 3D (theater-like experience),    and Web VR (Web Browser inside VR headsets). This all    demonstrates deeper engagement with the medium. Brands,    agencies and their production partners are leaning into this    technology and creating better VR experiences by the day.  <\/p>\n<p>    Brands Are Seeking More Eyeballs  <\/p>\n<p>    One of the most important metrics for a VR production is the    number of people it reaches. While costs are coming down,    investing in VR production for a marketing campaign is only as    useful as the number of people that can access it. Today we are    seeing VR content being distributed in many forms. People often    think that VR content has to live inside a VR app only.    However, we have found our customers use our technology to    promote their content outside their VR app. These channels    include pre-roll\/display ad inventory, sponsored editorial,    microsites, and even Snapchat.  <\/p>\n<\/p>\n<p>    Distribution on VR platforms today is highly fragmented, and    there are multiple devices to choose from. Each requires unique    technical work to implement adding additional cost and time to    the production. We have found that while many brands will    invest in those placements, they are eager to extend their    reach and deliver as much viewership as possible on the    creative content they have built  <\/p>\n<p>    The VR platforms are still new. HTC Vive, Oculus Rift,    PlayStation VR and Google Daydream have been in the market for    less than one year. The journey of this new advertising medium    will continue to evolve. Given the growth we have seen on our    platform over the past 12 months, we are very excited for what    2017 has in store.  <\/p>\n<p>    OmniVirt is a 360 Video and Virtual Reality advertising    platform founded by former Google and YouTube employees. The    company has received funding from top venture capitalists,    including Andreessen Horowitz, Greycroft, BDMI, Horizon Media,    First Round Capital and many others.  <\/p>\n<p>    *This blog was originally posted on OmniVirt.com.<\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Visit link:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.broadcastingcable.com\/blog\/bc-guest-blogs\/what-we-ve-learned-about-virtual-reality-advertising\/164296\" title=\"What We've Learned About Virtual Reality Advertising ... - Broadcasting &amp; Cable (blog)\">What We've Learned About Virtual Reality Advertising ... - Broadcasting &amp; Cable (blog)<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> A year ago, at Mobile World Congress 2016, Samsung announced its first million hardware shipments. This marked the first time a major VR headset manufacturer had reached this milestone. At this same time last year, Mark Zuckerbergs surprise appearance in Barcelona, surrounded by an audience all in VR headsets, sparked excitement for the future of VR <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/what-weve-learned-about-virtual-reality-advertising-broadcasting-cable-blog\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":8,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-184640","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/184640"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/8"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=184640"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/184640\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=184640"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=184640"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=184640"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}