VR Marketers Need More Ways To Convince Buyers

VR Marketers Need More Ways To Convince Buyers
December 11, 2016

Virtual reality demonstrations play a key role to convince consumers for buying a VR headset, a new market snapshot by Parks Associates reveals.


According to the study, half of consumers who try a virtual reality headset say, ‘they plan to purchase one’ and 15% make an ‘immediate decision to buy’ after experiencing the technology.


The study also reveals that more than 60% of U.S. broadband households know little or nothing about virtual reality.


Park Associates say, 3.5% of U.S. broadband households, or roughly 3.4 million households own a virtual reality headset. The top use cases for VR include gaming, healthcare, live events such as concerts or sporting events, social interaction, marketing, and education.

The snapshot demonstrates that VR industry players need to find more ways of creating retail experiences, in order to make VR technology viable in the marketplace.


“VR and AR (augmented reality) technologies have great potential but are in the very earliest stages of their market lifecycle,” said Brett Sappington, Senior Director of Research, ParksAssociates.


“VR headsets have only recently entered the consumer market, and 360-degree and VR content production is just beginning. Content creators are still in the process of finding the best ways to use VR to tell stories and generate revenues.”

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