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Page 1: Virtual Reality (VR) & Augmented Reality (AR) - Key experiential marketing stats for 2016

Key marketing stats for 2016

Page 2: Virtual Reality (VR) & Augmented Reality (AR) - Key experiential marketing stats for 2016

Virtual Reality (VR) and Augmented Reality (AR) are revolutionising the marketing game. We’ve pulled together the most impressive stats around these immersive technologies to help give you the full picture.

Page 3: Virtual Reality (VR) & Augmented Reality (AR) - Key experiential marketing stats for 2016

of 16-24 year olds are interested in using VR headsets

of consumers aged 16 to 24are interested in experiencing VR

Source: Mintel, Europe 16 Consumer Trends 2016 & Marketing Week

Page 4: Virtual Reality (VR) & Augmented Reality (AR) - Key experiential marketing stats for 2016

of UK consumers agree that VR devices have the potential to change our lives for the better

66%Source: Virtual Reality Brand Power Index

Page 5: Virtual Reality (VR) & Augmented Reality (AR) - Key experiential marketing stats for 2016

of the Forbes World’s Most Valuable Brands have used VR or AR in an activation with customers or employees, or are invested in developing the technology

75%Source: Virtual Reality Brand Power Index

Page 6: Virtual Reality (VR) & Augmented Reality (AR) - Key experiential marketing stats for 2016

of UK shoppers are interested in using virtual reality technology to experience products or services

Source: Westfield

Page 7: Virtual Reality (VR) & Augmented Reality (AR) - Key experiential marketing stats for 2016

of UK shoppers want virtual assistance to see how products will look in the home

41%

Source: Westfield

Page 8: Virtual Reality (VR) & Augmented Reality (AR) - Key experiential marketing stats for 2016

The virtual reality market could be worth

by 2020

$30 billionSource: Fool.com

Page 9: Virtual Reality (VR) & Augmented Reality (AR) - Key experiential marketing stats for 2016

VR headsets could be sold by 2025

500 million

Source: Fool.com

Page 10: Virtual Reality (VR) & Augmented Reality (AR) - Key experiential marketing stats for 2016

171 millionpeople could be using VR hardware

and software worldwide by 2018

Source: Fool.com

Page 11: Virtual Reality (VR) & Augmented Reality (AR) - Key experiential marketing stats for 2016

Google’s Cardboard app has been downloaded over

Source: Fool.com

Page 12: Virtual Reality (VR) & Augmented Reality (AR) - Key experiential marketing stats for 2016

people have used Samsung’s Gear VR for the past month

1 million

Source: Fool.com

Page 13: Virtual Reality (VR) & Augmented Reality (AR) - Key experiential marketing stats for 2016

people could be paying for VR hardware and content by 2018

28 million

Source: Fool.com

Page 14: Virtual Reality (VR) & Augmented Reality (AR) - Key experiential marketing stats for 2016

people subscribe to the YouTube 360 channel

Nearly 1.3 millionSource: Fool.com

Page 15: Virtual Reality (VR) & Augmented Reality (AR) - Key experiential marketing stats for 2016

55% of men express a strong interest in experiencing VR, compared to 40% of women

Source: Marketing Week

Page 16: Virtual Reality (VR) & Augmented Reality (AR) - Key experiential marketing stats for 2016

68%of consumers would like to try an in-store VR experience before making a purchase

Source: Marketing Week

Page 17: Virtual Reality (VR) & Augmented Reality (AR) - Key experiential marketing stats for 2016

59% of men say they have a good understanding of what VR is, compared to 46% of women

Source: Marketing Week

Page 18: Virtual Reality (VR) & Augmented Reality (AR) - Key experiential marketing stats for 2016

37% want to be at a sporting event

52% want to experience music events

41% want to experience theatre

56% want to travel somewhere

35% want to watch news / documentaries

45% want fantasy experiences

41% want to be ‘inside’ a movie

41% want to watch a movie

Experiences people want when using VR

Source: Marketing Week

Page 19: Virtual Reality (VR) & Augmented Reality (AR) - Key experiential marketing stats for 2016

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