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The Emergence of VR and Mobile Tech

There’s a couple things on the horizon in the next few years that has the potential to drastically change how you interact with computers, technology, and the web. In the coming weeks I’ll be sharing more  on each one of these soon to be embraced tech– the https://www.fastcompany.com/3069206/new-high-res-oculus-home-for-gear-vr-boosts-the-mobile-experiencereason is to help you become more aware of what’s coming down the fast moving tech world. In all these I’ll share how this can relate to marketing, content, and engaging your audience.

One such tech is VR (Virtual Reality). The current state of this tech is still in it’s infancy but most experts expect this to saturate the market in the next 2 years. Just as cell phones started off bulky and cumbersome this tech will begin the same. When you merge this tech with mobile things become a little more interesting as explained by FastCompany:

Until not that long ago, there were two big differences between high-end consumer virtual reality systems like the Oculus Rift or HTC Vive and mobile systems like Samsung’s Gear VR—only the (much) more expensive headsets offered crisp, clear graphics and incorporated users’ hands. That meant that the more costly systems offered a richer VR experience–everything from wielding a lightsaber to grabbing a ladder as you ascend an icy face on Mount Everest to controlling where you go in Google Earth VR. With mobile systems, the best interaction possible was looking at something and tapping a pad on the side of the headset to indicate a choice. New High-Res Oculus Home For Gear VR Boosts The Mobile Experience

This last point is an important one to make. Most of these early VR systems have focused on being a “full system” or as full as possible. Sure you would be able to hook up to gaming systems but many didn’t consider the functionality beyond that. As more people get accustomed to using VR they will want to use it in more ways. Instead of just gaming why not to browse the web? Or to watch movies (even 2D ones)? The same way that cell phones started as primarily a communication device to what it is now a powerful computer that does so much– I suggest VR will follow a similar path only at a much faster pace.

Here’s another story from the Verge that covers the same announcement:

https://www.wired.com/2017/03/gear-vr-just-took-huge-leap-forward-thanks-oculus/Samsung’s new Galaxy S8 smartphones aren’t just phones. They’re also the cornerstones of the excellent Gear VR platform. And while that VR ecosystem depends on Samsung hardware for the brains and screens, it’s the Oculus app that delivers the face-computing magic.

With new Galaxy phones coming out, Oculus figured the time was right to update its own piece of the VR experience. When the new S8 devices ship on April 21, a new version of the Gear VR headset will ship too. It’s the first model with a handheld controller, powered by a pair of AAA batteries and equipped with motion sensors, a touchpad, and a trigger button. The whole package, headset and controller, will cost $130. Oculus Adds Avatars and a Browser to Its Gear VR App

So what does this mean for the future of marketing and content?

Interactive experiences are going to become more important. But even if you don’t invest in creating them yourself it’s possible that your audience will still be experiencing your content differently.

Think about it this way. If someone is browsing your site with a VR headset the immersiveness is much greater (not to mention that there is less distraction). I would say the experience someone has browsing your site on a flat screen compared to VR is so different it probably will fire different neurons within the brain. That’s not to say it will be more effective it just will be different.

These are just my initial thoughts on VR, as I post more I’ll share more but I do feel this is a tech that any digital marketer should watch and experience (if not get involved in) themselves.

 

Thumbnails courtesy fastcompany.com, wired.com