On an online platform, Henry Cowling, Creative Director of UNIT9, said, “VR is still new and we are just starting to get good at it.” Cowling and experts of his caliber believe the current way consumers view VR, which is largely negative, is stopping it from “becoming the most social of all media.”
Why the negativity? VR tech is still bulky and unappealing. Just looking at a product like the Samsung Gear VR will convince you. However, VR has massive potential. When we were reading up on modern-day VR applications, we learned that Björkwas making music videos exclusively for VR social media. That didn’t surprise us, since she’s always been ahead of her time. What surprised me more was that she still made music, but I digress.
Technology is being used by brands to give consumers a chance to view products virtually. Celebrities and brands are not the only ones that can harness VR’s potential. Facebook created its social VR version after buying Oculus Rift for $2 billion a few years ago.
VR provides the following social media options:
The Physical World
AR games like Pokémon Go are enabling users to see and interact with virtual objects in their real-life settings.
The Virtual World
People can connect virtually with Facebook Spaces. Video games developers are using VR to create realistic interactive worlds.
Brand 3D Content?
Experts advise brands to experiment with VR and AR, but not invest heavily, because it’s not clear if this trend will have lasting appeal. What brands should do is make animojis of their products and logos as soon as possible – these will be trending. In 2018, VR revenue totaled $4.6 billion. That’s a pretty impressive sum, causing many marketers to think VR will be really hot throughout 2019 too.
The only problem? Device manufacturers and the gaming industry are getting most of this money. It’s certainly possible for brands to make their own VR apps – if they have the funds. VR environment production usually starts at $500,000 for a brand. The marketing costs of VR barely affect the total revenue of the vertical.
All “pro” arguments aside, the issue of bulky, uncomfortable headgear remains. As things stand, VR devices won’t be adopted on a massscale anytime soon. People of all genders complain about what the headgear does to their hairstyles. People with smaller heads complain that the helmet-like gear doesn’t fit right. What is more, people look foolish with VR headgear on.