This is explained by the founders of the Responsive agency - with a brand-new VR campaign - and Yves Sinka, co-founder of the digital agency Y7K, in an interview with Werbewoche. You can find the entire article, including an interview with the founders of the Responsive agency, in the current print issue 7/16. second part of the online article will follow on Friday.
Neverland Space recently showcased the virtual reality artwork "XOL" by Los Angeles-based visual artist and musician Lionel Williams, at the QWSTION Invites store in Zurich. A mystical universe of colors and sounds, XOL offers a fascinating opportunity for people who are interested in hallucinogens but are afraid of the possible side effects. Or as Yves Sinka, one of the founders of Neverland Space and the digital agency Y7K, describes the VR artwork: "Virtual reality can trick the brain, switch off the outside world and leave the viewer totally immersed, without the side effects of a chemical down". With VR goggles, you really do feel transported into a virtual world. The possibilities of this technology seem limitless - from e-commerce and 360° architecture models to branding, retail and event experiences.
Virtual Reality - a Hype with a Future
Yves Sinka, co-founder of digital agency Y7K, is convinced of the marketing benefits of virtual reality; he sees the hype as a trend with staying power.
Advertising Week: Virtual Reality - Hype or Trend 2016?
Yves Sinka: Virtual reality will certainly offer many exciting possibilities in the future, both in the arts and in marketing. However, the technology is not yet ready to implement this in a targeted manner. In 2016, virtual reality will definitely not yet conquer our marketing world.
What opportunities do you see in VR for marketing in Switzerland in the future?
Sinka: The possibilities are boundless in the future. One area is certainly e-commerce or the real estate market. But VR could also be used in many ways for event marketing, retail or brand experience. But in addition to the technological implementation, the interest of the customers is clearly still missing in Switzerland - who has an Oculus Rift at home today that still costs around 800 francs? Gamers, perhaps. VR is certainly most likely to be established in the gaming sector.
Which VR projects stood out to you?
Sinka: The outdoor brand North Face, for example, has offered an indoor experience in the store, with virtual reality glasses. The film shows the ascent of a mountain climber, which the Oculus user can follow live. But here, the climber simply had a 360° camera on his back, so the user could follow what was happening around him. Very impressive! But really nothing more than a 360° movie. This is not really virtual reality marketing yet, in my opinion - but is going in that direction. Often these projects are in the "now and wow" category. That's how VR is being used a lot right now. Sapient Nitro, for example, has released a tool for the real estate market. With the glasses in their office, the customer can view the various apartments. There is definitely a business idea behind this.
What fundamentals are still missing in the first place for a solid implementation of VR for marketing?
Sinka: The problem right now is that various fundamentals are missing. For example: Where is the consumer group that has such glasses? The VR glasses from Oculus, for example, were all beta versions and so expensive that almost no one has them. You also need to have a good Windows computer to use the glasses. Macs aren't even supported yet, to my knowledge. Just from a user perspective, virtual reality is still a niche product. Therefore, the assertion in the room that 2016 is the year of the virtual experience is still a bit of a stretch. In addition, there is the generation of content. The technology is not yet advanced enough to create good content. Sure, there are already good 360° videos. But these are often very heavily edited, because otherwise you would see the whole film crew. Accordingly, such videos are still difficult to shoot because lighting and sound are not as easy to influence as is usually the case with moving images.
Which industry do you see as a pioneer for VR ?
Sinka: To be honest: the porn industry. Porn tends to be a pioneer in the field of video, as this is where customers are most willing to buy the corresponding gadgets - i.e. VR glasses, which still cost around 800 francs today. In other areas, such as art or e-commerce, the glasses will certainly come into play sooner. It's just that in these industries, it's more likely to be individual projects. A clothing brand, for example, could set up the glasses in the changing room so that customers can test virtually and without effort which combination of clothes suits them. As I said, there are many possibilities. The only thing is that the technology is not yet mature enough, and VR glasses are usually only found in private homes among the technology freaks - including us at the agency.
Facts
Neverland Space, a project by the Zurich agency Y7K, is an online gallery that puts digital art in the spotlight. It shows works that thrive on the Internet: GIFs, anima-tions, virtual sculptures, videos and virtual reality. The gallery doesn't normally exhibit in a physical space. "But for XOL, it makes sense," says Yves Sinka, one of the gallery's founders. That's because the VR art project gives visitors a chance to experience virtual reality live. The project is on display at the QWSTION Invites store in Zurich. Y7K is offering a VR workshop together with Hinderling Volkart at the end of May. Here you learn the basics to create a small VR experience. Werbewoche is giving away two places: Send an email with a short motivation to [email protected].
Interview: Ursina Maurer