Introduction
Virtual reality is one of the most significant technologies introduced in contemporary society a few decades ago. VR has influenced and played an integral role in the field of technology within a short period. The technology has taken advantage and made good use of the artificial environment generated by computers which simulate various human activities in the real world (Barnes, 2016). Moreover, VR technology gained immediate acceptance in such areas as computer games and has ever since been extended to various fields, including military, aviation, medicine, and architecture (Barnes, 2016). However, scientists and researchers are yet to explore more on VR technology that is revolutionizing the globe and affecting commerce.
The term virtual reality refers to modern technology focused on providing an interactive and immersive experience using three-dimension (3D) computers -based graphics (Burdea & Coiffet, 2003). Therefore, this technology has such capabilities as creating an artificial environment through the incorporation of multiple computer hardware and software. These software and hardware are then presented to the users in a manner that simulate real-world circumstances. Notably, three types of virtual reality exist. The first type involves the use of earphones, helmet, and pair of special glove or a joystick which is managed by a computer with the help of graphics and special sound (Burdea & Coiffet, 2003). The second type involves the use of video. The cameras track the images of the user artificially. For instance, the user can navigate the objects in the real world using the virtual technique. The third type involves the use of the 3D concept. The screen being used is curved, which makes the images appear closer in the real world (Burdea & Coiffet, 2003).
VR and Social Media
Virtual reality is a 'huge buzz flying around' and slowly changing the tech society. Specifically, virtual reality has influenced how marketing is being conducted on social media. Gone are the days when users used to log in to their Facebook or twitter using their desktop. Access to such platforms has been shifted to mobile phones. This has prompted scientists to create awareness that the next wave will be virtual (Huang, Backman, Backman & Chang, 2016). Many organizations, including betting companies, have incorporated a virtual reality platform. For instance, Facebook has got Oculus which was purchased for $2billion, Microsoft acquired HoloLens (AR), HTC acquired VIVE Pro and Vive, Google acquired Google Glass while Samsung has got the Gear VR, and Sony has the play station VR (Huang et al, 2016). Therefore, this is an indication that many companies are heavily investing in VR technology, which has proved to be a significant competitive advantage for these corporations in their respective industry.
Moreover, concerning the VR content, many people would first think of video games. However, Facebook thought otherwise. The corporation launched and implemented Facebook 360, which a primary objective of intertwining the virtual world and the real world through the use of a designed application. For instance, one can be sitting in his or her seat relaxing, and both his phone and handset are both off. However, using an Oculus device, he will be completely immersed in experience. The person is not playing any game like the first shooter, nor is he on a jungle safari ride, but he is scrolling down through his Facebook feeds and browsing from multiple friends he follows. Under such circumstance, a joystick may pop out and act as a new tool for scrolling (Tussyadiah, Wang & Jia, 2016).
VR as a Marketing Tool
Digital marketers charged with the responsibility of driving customer experience will reap the benefits of using VR as a campaign tool. The researchers have estimated close to 170 million VR users in the next two years. This will offer a pool of audience that marketers would reach out to (Lui, Piccoli & Ives, 2007). Virtual reality has proved significant in giving marketers a new lease on life. VR technology has acted like a brand new tool to offer a competitive advantage in most industries. Researchers have projected that in the next five years, VR would be the mainstream where everyone will be conducting business. Virtual reality technology gives marketers the capability of using new and improved advertisement platforms, boosting e-commerce sales, and sharing product and service contents in a variety of ways. For instance, Apple Inc. has been investing heavily in its ARKit VR, and it has been countered by other tech firms, including Microsoft and Google. Therefore, marketers can use VR technology in the following ways.
Virtual Advertising Campaigns
Advertising with virtual reality can help marketers improve their emotional connection with their customers (Lui, Piccoli & Ives, 2007). Various advertisements have the potentiality of giving users real and interactive platforms, making them feel like they are in a world of their own. This aspect can boost an organization brand awareness while convincing clients to purchase what the organization offers.
Shopping in a Virtual World
Many organizations can undertake online shopping to the next level with the incorporation of VR technology. This step would allow many customers to explore every aspect of a variety of products and services that the organization offers before making a purchase decision. Moreover, it would act as an ideal opportunity for people who do not trust online shopping to embrace this aspect.
Virtual Content Everywhere
Virtual content is everywhere, and this fact has enabled marketers to communicate the features of their products and services with much ease to the consumers. Therefore, VR not only boosts how various contents can be heard or seen but also create a compelling whole new globe with a suitable platform that organization can engage their consumers (Lui, Piccoli & Ives, 2007). In the long run, businesses leave a long-lasting impression on their customers.
Real Estate
Generally, a real estate agent is charged with the responsibility of providing a list of properties to clients, and thereafter, explanations and negations take place before a visit to the real house or apartment. This is a traditional process that has remained constant for many decades and has been associated with such disadvantages, including time consumption and multiple inconveniences (Ruppert, 2011). It is time-consuming for both the realtors and the buyers. However, there is a game-changer that marketers can capitalize on. VR technology has already been incorporated into the real estate industry and is already transforming how the business is being conducted. It has helped real estate ownership market, grow and find many clients for their properties. Marketers have used VR technology to conduct multiple showcases, visual staging, visual instruction to tenants, and architectural visualization of their properties. This has accelerated the efficiency and effectiveness in which business is conducted.
References
Barnes, S. (2016). Understanding virtual reality in marketing: Nature, implications, and potential. Implications and Potential (November 3, 2016).
Burdea, G. C., & Coiffet, P. (2003). Virtual reality technology. John Wiley & Sons.
Huang, Y. C., Backman, K. F., Backman, S. J., & Chang, L. L. (2016). Exploring the implications of virtual reality technology in tourism marketing: An integrated research framework. International Journal of Tourism Research, 18(2), 116-128.
Lui, T. W., Piccoli, G., & Ives, B. (2007). Marketing strategies in virtual worlds. ACM SIGMIS Database: the DATABASE for Advances in Information Systems, 38(4), 77-80.
Ruppert, B. (2011). New directions in the use of virtual reality for food shopping: marketing and education perspectives.
Tussyadiah, I., Wang, D., & Jia, C. H. (2016). Exploring the persuasive power of virtual reality imagery for destination marketing.
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