Only 8% of people with VR cashing ability use VR to advertise

A survey released by the three found that 42% of U.S. online adults have never heard of VR, and 46% said they have never seen VR in real life. At the same time, a separate survey by the marketing agency YesLifecycle Marketing revealed that only 8% of marketers are using VR to advertise. Thirty-five percent of respondents stated that they had no intentions or reservations about VR. 57% of respondents said that VR marketing is not suitable for them. "When it comes to VR for specialized marketing, there are more speculations than it really is," said Samantha Merlivat, an analyst at Forrester Research, a market research firm. “A lot of brands have tried virtual reality in the last year and in many cases it left a deep impression on operators and consumers.” Brands transform fancy technologies, such as VR, and the resistance they encounter illustrates: Advertisers More pragmatic efforts are being highlighted to improve their marketing. According to YesLifecyleMarketing's survey, marketers are still using the old methods of the past, such as social (68%) and video (56%) to advertise. "In the past year, it has been difficult to find a brand that can play VR enough to slip," said Ms. Merlivat. “Let your brand revolve around a 3 minute video telling about a consumer experience that doesn’t seem attractive to me. Brands need to find a meaningful way to use it, whether it's entertainment, utilities, or what they’re doing right now. "Social." The film that is experienced in VR may have a plot that changes according to the audience's perspective, perhaps allowing consumers to turn their attention to the device, Ms. Merlivat said. Of course, there are other hurdles to the VR experience. For example, those who experience VR for the first time use smart phones instead of high-end VR helmets, such as Oculus Rift or HTC Vive. "Smart phones have hysteresis, which is very distorted," Ms. Merlivat said when talking about the VR experience of smartphones. "Consumers are reluctant to spend 500 dollars to purchase high-end VR helmets, which will affect the popularity of high-end VR devices." According to Deutsche Bank, there are approximately 22.5 million mobile Virtual Reality users worldwide in 2016, compared with only 6.5 million last year. By 2020, it is estimated that more than 154 million people will use mobile VR and at least once a year, but only 3.2% of them are daily live users. However, this may change in the long run. ">
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Only 8% of people with VR cashing ability use VR to advertise from Baidu VR

According to a survey released by Forrester Research on Wednesday, 42% of U.S. online adults have never heard of VR, and 46% said they have never seen VR in real life.

At the same time, a separate survey by the marketing agency Yes Lifecycle Marketing revealed that only 8% of marketers are using VR to advertise. Thirty-five percent of respondents stated that they had no intentions or reservations about VR. 57% of respondents said that VR marketing is not suitable for them.

"When it comes to VR for specialized marketing, there are more speculations than there are," said Samantha Merlivat, an analyst at Forrester Research, a market research firm. "A lot of brands tried virtual reality last year and in many cases it left a deep impression on operators and consumers."

The resistance that brands face in transforming fancy technologies, such as VR, illustrates that advertisers are highlighting more pragmatic efforts to improve their marketing. According to Yes Lifecyle Marketing's survey, marketers are still using the old methods of the past, such as social (68%) and video (56%) to promote.

"In the past year, it has been difficult to find a brand that can play VR enough to slip," said Ms. Merlivat. “Let your brand revolve around a 3 minute video telling about a consumer experience that doesn’t seem attractive to me. Brands need to find a meaningful way to use it, whether it's entertainment, utilities, or what they’re doing right now. "Social." The film that is experienced in VR may have a plot that changes according to the audience's perspective, perhaps allowing consumers to turn their attention to the device, Ms. Merlivat said.

Of course, there are other obstacles to the VR experience. For example, those who experience VR for the first time use smart phones instead of high-end VR helmets, such as Oculus Rift or HTC Vive. "Smart phones have hysteresis, which is very distorted," Ms. Merlivat said when talking about the VR experience of smartphones. "Consumers are reluctant to spend 500 dollars to buy high-end VR helmets, which will affect the popularity of high-end VR devices."

According to data from Deutsche Bank, there are approximately 22.5 million mobile virtual reality users worldwide in 2016, compared with only 6.5 million last year. By 2020, it is estimated that more than 154 million people will use Mobile VR and at least once a year, but only 3.2% of them are daily active users. However, this may change in the long run.

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