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Virtual & augmented reality

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Article

This article sets out key insights about the use of virtual reality within the advertising industry, arguing that the complete brand experience it can offer users will make it increasingly important in an ever more distracting world.

Article

This article describes the differences between virtual reality (VR), augmented reality (AR) and mixed reality (MR), and how they can best be used in a marketing strategy to offer consumers a unique experience.

Article

This event report addresses how Diageo, the alcoholic-drinks company, is approaching the virtual-reality (VR) space.

Article

This article explores views around the use of virtual reality as an advertising medium.

Case Study

This case study describes how soft-drink brand Pepsi used digital and traditional media to connect with Egyptian youth and regain its association with music.

Article

This event report looks at how brewer AB InBev approaches its content and entertainment strategy.

News

MOUNTAIN VIEW: Google has unveiled Advr, an experimental project from its internal incubator Area 120, which allows video ads to run in 3U/VR, using a consumer-controlled cube-like format.

News

GLOBAL: Seven out of 10 consumers across eight developed markets believe that virtual reality (VR) and augmented reality (AR) will become mainstream in six key areas – media, education, work, social interaction, tourism and retail.

Case Study

This case study shows how Gatorade, a sports drink, used a popular Snapchat filter to increase sales and brand awareness in the US during the Super Bowl.

Case Study

This case study explains how the Salvador Dalí Museum, located in Florida, US, created an interactive exhibition to attract millennial and out-of-state visitors, and promoted the exhibition with a social media video.

Case Study

This case study shows how carbonated drinks brand Coca-Cola launched its 180 ml Pop can product in India, using a mixed-reality experience campaign.

Article

This event report outlines how virtual reality (VR) could impact pharma marketing.

News

HONG KONG: Demand in China for virtual reality (VR) headsets is forecast to reach 85.9m units by 2021, according to a new report that expects the development to trigger strong growth in other areas of the entertainment and media sector.

Case Study

This case study describes how technology company Lockheed Martin connected with STEM students in the US, through a group virtual reality experience.

Case Study

This case study shows how Lockheed Martin, a space exploration brand, created the first group virtual reality experience with its 'Field Trip to Mars' campaign in the US.

Case Study

This case study shows how Excedrin, an OTC headache medicine, created 'The Migraine Experience' in the USA and Canada by using an augmented-reality migraine simulator to show people what a migraine feels like.

Case Study

This case study explains how Gatorade, a non-alcoholic beverage brand, turned the Super Bowl into a platform for brand engagement through the use of Snapchat.

News

NEW YORK: Augmented Reality (AR) is set to reach 16.4% of the US population by 2019, driven by the high penetration of smartphones and the popularity of the Facebook and Snapchat apps, according to eMarketer.

Case Study

This case study explores how the American newspaper, The New York Times challenged the rival, non-traditional media which were eating into its market share through a VR app.

Article

This article explores Samsung's investment in virtual reality (VR) and its quest to becoming "the YouTube of VR".

News

LONDON: Virtual and augmented realities offer brands the opportunity to build profound emotional connections and become the portal to new worlds, a new WARC report claims, but only if the experience adds value to the consumer.

News

LONDON: Advertisers and publishers believe that immersive technologies such as AR and VR will become one of the best revenue streams over the next year, contributing to the rise of digital video across the world, a new study finds.

Article

This event report outlines how WWE, the wrestling group, is developing its content strategy across multiple channels.

News

ORLANDO, FL: American consumers are open to new technologies, such as artificial intelligence and the Internet of Things, but brands operating in this field must tread carefully or risk a backlash, a new report has revealed.

Opinion

The news that Facebook has created its first app for VR headsets shows that the company is trying to remind people of its position as a leader in the field, how much 360° content there now is, and its ambitions to move onto new screens.