Monday, November 30, 2015

Virtual Reality, Augmented Reality and wearables open a new landscape for marketing

Ambient interactivity in public places (VR, AR, wearable technologies) is expected to significantly grow over the next five years, creating a new landscape for marketers. 
Some of the more common forms of ambient interactivity include interactive windows and interactive tables, which are being leveraged to deliver informational, marketing, and entertainment applications.

In fact, wearable technology—from Google Glass to Apple's iWatch to the Fitbit—is poised to become a billion-dollar industry worldwide. Analyst firm Juniper Research predicted that wearable spending would hit $1.4 billion in 2013 and will reach a staggering $19.0 billion by 2018. 

And where consumers go, marketers follow. The marketing promise of wearables is tantalizingly apparent. For example, it's no stretch to imagine consumers in a shopping mall targeted with personalized, relevant advertising via their wearable device. And that may happen sooner rather than later. Qualcomm Retail Solutions' platform Gimbal already enables retailers to scan customers' smartphones to deliver timely personalized content. And just last week mobile powerhouse Hipcricket announced that its AD LIFE platform will now support website rendering and text messaging technology across wearable technology, such as Google Glass.


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