VR Virtual Reality Technology

Virtual reality VR is considered one of the most revolutionary technology of the 2010s, its impact on marketing and advertising should be great. 2018 is expected to 171 million active users VR This is an impressive figure, as technology advances, this number will only be further developed.
But the way it is - marketers have spent years looking forward to VR revolution. Last year, Oculus Rift release is believed to herald a turning point in technology - but sales are lagging far behind expectations, selling less than one million (as of March). Think about your own friends and family, how many people they have invested in virtual reality VR technology? Do you know how many companies are integrating production and distribution of virtual reality VR ad? The answer is "not much." VR has not been occupied in the world, so marketers are still guessing it's potential value. But why is this so? When did it become popular it will be in marketing?
Part of the problem is that virtual reality VR http://www.heihuoshi.com/ be used to do what perception. According to market Week 60 percent of consumers believe that VR is strictly for gamers. In part, this is reasonable because most of the content is a virtual reality VR headset is related to the game. However, this has created a self-perpetuating cycle; more content creators turned to game-related content, which prompted more players to invest in this technology, further increasing the public's perception of its exclusive content. Before marketers consider approaching science and technology, it needs to be extended to more areas.
Now, most of the VR headset is not attractive, not fashion, is not easy. Their form is huge bricks, hanging in your face. Although they provide an immersive audio-visual landscape in the interior, but they are also very heavy, some people feel uncomfortable, difficult to adapt. I like to compare these devices and cell phones from the early stages of development - a huge, unexpected things almost did not make them "move." If you want an hour to escape into a fantasy world, which is good, but most consumers are accustomed to the episode, the temporary media experiences, such as TV shows, movies, or YouTube video, and virtual reality VR settings only It is not convenient enough to make them worthwhile for these applications.
Because virtual reality VR did not take off as we thought, it does not mean that this technology is dying. We are still in the early stages, due to the expansion of early prediction, "decent" performance seems bland. I think we distance virtual reality VR heyday there a few years time, but once the developers found a way to win mainstream, marketers and advertisers will have an honor of the new media experiment.

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Origin blog.csdn.net/HHS1231/article/details/103309004