51
VIRTUAL REALITY

VR PROJECT 2016 Interns (1)

Embed Size (px)

Citation preview

VIRTUAL REALITY

AGENDAThe Importance of VR

The Four Pillars

● Creative Production

● Consumption Hardware

● Distribution

● Measurement

Bringing VR to Life

Major Takeaways

The Importance of VR

“I can only do so many concerts. So, to be able to have more people experience them through VR...that would be epic”

-Miley Cyrus, Singer/Songwriter

6

INTEREST IN VR IS QUICKLY ESCALATING

Source: Google Trends for “virtual reality” June 2011- July 2016

7Source: Google Trends for “virtual reality” June 2011- July 2016

Oculus Crowdfunds

$2.4MM

“First Look at 'Wearable

Computing”

INTEREST IN VR IS QUICKLY ESCALATING

8

Oculus Crowdfunds

$2.4MM

Facebook acquires

Oculus for $2BB

Google Cardboard

Release

“First Look at 'Wearable

Computing”

“The Oculus Rift Will Be A Technological Triumph And

A Commercial Failure”

INTEREST IN VR IS QUICKLY ESCALATING

Source: Google Trends for “virtual reality” June 2011- July 2016

9

Oculus Crowdfunds

$2.4MM

Facebook acquires

Oculus for $2BB

Google Cardboard

Release

HTC Vive released

Oculus Rift released

Playstation VR announced

“We're Finally on the Eve of

the Virtual Reality Era”

“AR and VR will generate $150

billion in revenue by 2020”

“First Look at 'Wearable

Computing”

Disney invests $65MM

into Jaunt

“Apple wins patent for iPhone-powered virtual

reality headset”

“The Oculus Rift Will Be A Technological Triumph And

A Commercial Failure”

“Pokémon Go's Success Sends

Nintendo Shares Soaring”

```

“Why Virtual Reality Is About to Change

the World”

“Nearly 4BB invested in VR

since 2010”```

INTEREST IN VR IS QUICKLY ESCALATING

Source: Google Trends for “virtual reality” June 2011- July 2016

Have you tried a Virtual Reality headset?

FIRST HAND EXPERIENCE IS LAGGING

Source: Statista; United States, June 12-18-2015; 19-49 years; 1,01.

THERE’S A HUGE AMOUNT OF MISUNDERSTANDING

LET’S DEFINE THE VR SPECTRUM

AUGMENTED REALITY

A partially immersive technology

Interact with the real world using digital overlays

12Source: VR Landscape 2016 Emarketer pdf pg 2

VIRTUAL REALITY

A completely immersive experience

3D computer simulation

360 VIDEO

Audio-visual video simulation

The consumer can look in multiple directions around them.

VR MYTHS

SOME SAY VR REACH IS TOO LIMITED

Not True!

Source: http://www.forbes.com/sites/paullamkin/2015/06/18/virtual-realitydigicapital.com/news

SOME SAY VR CAMPAIGNS ARE COSTLY AND INEFFICIENT…

360 Video

Cost to Produce: $10kAverage Cost Per View: $0.03

Results from NY Times VR

Average Engagement Time: 14.7 minutes

Source: http://thinkmobile.com/blog/how-much-vr-application-development-cost/

SOME SAY VR IS TOO NEW TO GET INVOLVED Except for the fact that a ton of companies are already getting

involved and seeing great results!

Over 3 million views on YouTube!

1200 users at SXSW in Austin, TX.+ continued game downloads+ continued media coverage

Challenging established brand characteristics.

+ 230 Million Impressions

Sources: http://www.adweek.com/news/technology/sxsw-attendees-can-paint-their-own-virtual-reality-happy-meal-box-170188,

http://memeburn.com/2016/03/5-brands-using-vr-to-create-spectacular-customer-experiences/

Four Pillars of Virtual Reality“When people take off the headset, they immediately have a creative idea about what they can make in virtual reality, and a lot of them immediately

want to get involved.”

- BRENDAN IRIBE, CEO of Oculus VR

CREATIVE PRODUCTION

BRANDED CONTENT CO-PRODUCED CONTENT IN-GAME INTEGRATION

CREATIVE PRODUCTIONCOMES IN MANY FORMS

McDonald’s SXSW VR BRANDED CONTENT

MediaSpike Native AdsIN-GAME INTEGRATION

GEICO VR Puppy Bowl CO-PRODUCED CONTENT

McDonald’s SXSW VR BRANDED CONTENT

MediaSpike Native AdsIN-GAME INTEGRATION

GEICO VR Puppy Bowl CO-PRODUCED CONTENT

HARDWARE

Mobile Samsung Gear PlayStation VR HTC Vive

LG 360 VR Oculus Rift Desktop Cardboard

SCALE OF IMMERSION

$20 $100 $200 $400 $800

$100 $200 $400 $600$0 $800Full Immersion

Minimal Immersion $20

LEAST IMMERSIVE

Experience

360 Video navigated through tilt or cursor

Devices

Smartphone, Desktop

Content

VR Apps, Facebook, YouTube

MORE IMMERSIVE

Experience

Higher quality mobile video viewed through a

headset and navigated with body movement and

hand controls

Devices

Samsung Gear, Google Cardboard, Google

Daydream, LG 360 VR

Content

Samsung VR, Google Cardboard and Daydream VR

Apps, Facebook, YouTube

MOST IMMERSIVE

Experience

Fully immersive, stereoscopic, currently

tethered, and roomscale, often interactive,

content navigated with body movement

and hand controls

Devices

Playstation VR, Oculus Rift, HTC Vive

Content

Oculus app, STEAM, Playstation games

PHONE

2.6 BN smartphone users worldwide

META HOLOLENS MAGIC LEAP

Available to developers only

Available to developers only

Not yet available

Source: https://techcrunch.com/2015/06/02/6-1b-smartphone-users-globally-by-2020-overtaking-basic-fixed-phone-subscriptions/

DISTRIBUTION

MASS DISTRIBUTION

PUBLISHERS IN VR APPLICATIONS IN VR HEADSETS

DISTRIBUTION

MASS DISTRIBUTION

PUBLISHERS

PrerollNative Video

IN VR HEADSETS

AD OPPORTUNITIES

IN VR APPLICATIONS

MASS DISTRIBUTION

PUBLISHERS IN VR HEADSETS

PrerollNative Video

Preroll-via Youtube

Native Video- via Facebook

Creative Production

Content Sponsorships

AD OPPORTUNITIES

IN VR APPLICATIONS

MASS DISTRIBUTION

PUBLISHERS IN VR APPLICATIONS IN VR HEADSETS

PrerollNative Video

Preroll-via Youtube

Native Video- via Facebook

Creative Production

Content Sponsorships

Organic Placement

Content Integrations

AD OPPORTUNITIES

MASS DISTRIBUTION

PUBLISHERS IN VR HEADSETS

PrerollNative Video

Preroll-via Youtube

Native Video- via Facebook

Creative Production

Content Sponsorships

Organic Placement

Content Integrations

Organic Placement

Creative Production

Content Sponsorships

AD OPPORTUNITIES

IN VR APPLICATIONS

MEASUREMENT

“Virtual reality technology has the ability to create powerful new connections in the brain that generate long-term memories.”

- Doug Magyari, US military Immersion Researcher

HOW TO THINK ABOUT MEASURING VR

NEW MEASURES FOR THE VR LANDSCAPE

39

Heat Mapping Engagement Time

WHO CAN WE PARTNER WITH?

TRADITIONAL METRICS NEW METRICS

ViewsCompletion Rate

EngagementsCost Per View

Heat MappingEngagement Time

Geo-targeting

Bringing VR to Life

“VR has the potential to be the most social platform ever. Immersive, virtual and augmented reality will be part of people’s daily lives”

-MARK ZUCKERBERG, CEO AND FOUNDER OF FACEBOOK

JACK IN THE BOX

Campaign

Jack in the Box Brunchfast

Objective

Introduce the new Brunchfast menu-

now available anytime you want it. Tell

the story that Jack covers your brunch

cravings, no matter when they strike.

Target

Adults 18-34, Millennials, Fast Food

Lovers, Brunch Enthusiasts

Brunch Any Time

Brunch Before Time 1920’s of Brunch The Future of Brunch

JACK IN THE BOX MEDIA PLAN

Category Tactic Views Cost

Creative Production Production of 360 videos $100,000

Facebook Native video 714,286 $50,000

YouTube Trueview 500,000 $50,000

Influencers Advocacy and syndication 150,000 $25,000

Organic Owned channel posts and featured placement in Milk VR 50,000 0

MEDIA SUM 1,414,286 $125,000

GRAND SUM $225,000

SOCAL HONDA

Campaign

SCHDA’s Random Acts of Helpfulness

Objectives

Communicate Honda Helpfulness,

utilize existing partnerships with SCOUT

Target

Adults 25-54, Entertainment Seekers,

Secondary Target - Millennials

SOCAL HONDA CAMPAIGN PARTNERS

PAID PROMOTIONVISUAL RECOGNITION

SHAZAMPARTNERSHI

P

SOCAL HONDA MEDIA PLAN

Category Tactic Flight Views Cost

Creative Production Grab Games 09/12/16-01/01/17 0 $75,000

Host Application Shazam 09/12/16-01/01/17 20,000,000 $300,000

Event Purchasers Stubhub 09/12/16-01/01/17 10,000,000 $100,000

Social Promotion Facebook, Instagram, Twitter 09/12/16-01/01/17 1,250,000 $10,000

In Venue Promotion OOH Ongoing 0 0

MEDIA SUM $410,000

GRAND SUM 31,250,000 $485,000

MAJOR TAKEAWAYS FOR BRANDS

VR is True Engagement

Measurable

Growth Potential

THANK YOU!