When it comes to marketing a product, in regards
to any product not just virtual reality content, showcasing the product to your audience is
important. With VR, it allows us to help work towards building the future
audiences. You’ll hear influencers and speakers talk about “when VR headsets
are adopted by the mainstream audience or general public” – there are necessary
hoops we must go through until this becomes true for all major headsets that
are now available to purchase.
VR
is no longer the rare product that appears in the corners of major game or tech
events. It is now a key attraction, gathering extensive crowds and queues. In
fact, event organisers and floor planners are working it into their strategy,
having to take special measures for VR kit such as; dividers to ensure VR
setups don’t interfere with each other, additional space for safety and
ensuring room for larger than average queues.
Conference organisers have begun creating
VR tracks, panels and talking with the major headset providers such as HTC,
Sony & Oculus, pitching for them to take demo space on the main floors to
try and satisfy demand.
Encouraging consumer adoption is important
for developers and content creators as they don’t want the games and
experiences they have spent months (even years) creating to flop, after all
studios and publishers need to make enough money to ensure they afford their
next production. Demoing headsets and content is an important part of this
process, not only to promote their game but the whole medium of virtual
reality.
Breaking Fourth's David Kaskel about to demo virtual reality to a
customer at VRUK (Feb, 2016)
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VR production studio Breaking Fourth, took
the demo concept one step further. In July 2016, they held a theatre run for
their debut production ‘Ctrl’. This involved placing 20 people at a time in
their VR creation, providing viewers with a first-hand look at both the
technology and the storytelling skills of the studio. Being held in a theatre,
this approach also took the VR demo concept and transformed it into the premise
for an exciting night out. It was met with rave reviews from CityAm, Wired and
VRFocus.
Seeing is believing is crucial for this industry.
A lot people need to try out technology before they want to use it. You go to
the apple store to try out the newest apple watch before you buy it. The same
applies to VR, it is an investment for the future. VR will be a big part of our
home life in years to come. But like every larger purchase, you must give it a
go before you make that investment.
By Bertie Mills, co-founder and MD of Virtual Umbrella
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