Geekstack | Creative VR/AR marketing

Virtual / Augmented Reality Marketing

Virtual reality is seen as the Next biggest shift in the whole world, which is the closest thing a Digital Environment can provide to actually being Present and In the Moment. The infographic begins by exploring some common VR marketing terms, as well as popular VR brands, including Oculus Rift, Google Cardboard, Samsung Gear, Sony PlayStation VR, and HTC Vive

  • Allows people to be a part of the story
  • Lets people see your products in action, “TRY AND THINK BEFORE YOU BUY”
  • Helps you reach new customers with Innovative, Interactive Materials
  • Understanding of advertising schemes
  • Invests time in explore and development
  • Most Attractive For Shoppers

Nowadays, Every Flourishing Company and Start Ups knows that a VR/AR/MR is also a Significant and Growing Internet marketing tool and also furnishes services to the client. Finding a VR/AR/MR company is nothing but seeming for some professional developers for it, service provided by the Organization and Timely delivery reports. With a many of developers out there in the form of agencies, companies, freelancers it is very tricky to find the perfect company according to your objectives and goals. A truly extraordinary development company can modify the way Visitors Comments your company.

Before finding a Service Company You Must Think Some Points:

  • Locate Out your Target Audience
  • Find out the process through which your target guests work together with your VR/AR/MR
  • Look for the Actions and Tasks that the Application Must Achieve
  • Find the Delivery Goal and fund investment for your company


As you can see, there are different brands which are already available in the market by the popular brand names such as
  • Oculus Rift by Facebook
  • Cardboard by Google
  • Gear by Samsung
  • Vive by HTC
  • Playstation VR by Sony
  • Like this there are various models which are being currently developed and for different purposes to be used in different fields. For our money it's the brilliant HTC Vive, for its use of room-scale tracking to offer gamers and users the freedom to walk around and interact in the virtual world like never before. But the competition is closer and ever. The Oculus Rift has come a long way in the past year, while the Sony PlayStation VR sold over a million headsets by summer 2017 thanks to its significantly lower price and the ubiquity of PlayStations ready to run it.
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    The next Forecoming months and generations are the year of VR. There are currently various products available in the market to use the VR/AR for different purposes. This brand named products are taken into account and there are number of millions of users everyday who are using it according to their needs. The user rates are currently increasing day-by-day and its becoming a part and parcel of the life. As you can think, the adoption rates are increasing in just a matter of seconds. There are huge connections for the VR/AR& Mobile relationship after the launch of different apps. The headssets are sold mostly for the mobile devices which makes it easier for different peoples and chilrens. It even plays role in the Marketing ads or products over it. Those who currently adopted it shows a huge value of success which brings more customers/clents to it. One such example is the Ecommerce platform, instead of just showing them the pictures, we can show the products in a Virtual Classroom which makes the customer to easily analyze about the product.

    As the technology develops, the number of brands, artists and publishers exploring the opportunities is rising, from VR boxing matches to a virtual tour of Buckingham Palace and experimental singer Bjork’s app for exploring her music videos. The installed base of virtual reality headsets was estimated at around one and half million in 2016 and is forecast to grow to more than 200 million by 2020. The virtual reality devices of which at least 43 thousand units were sold in 2016. The VR industry is growing at a fast pace, with revenues from virtual reality hardware and software projected to increase from 3.7 billion dollars in 2016 to more than 40 billion dollars by 2020. Another forecast projects revenues from the global virtual reality market to reach 21.5 billion dollars in 2020. Mobile based virtual reality head-mounted displays are forecast to account for about 75 percent of global VR display sales by that time, as the number of mobile virtual reality users worldwide is forecast to grow to more than 130 million. Investment therefore depends on the platform for which content is created. Arguably, smartphones could reach a mass audience but might not offer the same experience as wearing a full VR headset.Marketing is fast becoming a test bed for the advances that can be made through VR technology.
    “Marketing may be a proving ground, but if we can take this tech and make it a business application, that’s huge.”

    "Virtual reality offers an amazing opportunity to build something that can completely change how people interact with their world”

    It claims the possibilities are endless with the “only limiting factor being the imagination of those developing the virtual experiences" . There’s nothing convenient about putting on a headset, headphones, grabbing the controllers, and getting situated. However, once you’re in the experience, you quickly forget about the process you went through to get there; you may even forget about the headset and what’s going on around you all-together. What is unforgettable is the feeling of uneasiness or nausea that some experiences can cause. That’s why it is vital that you take every step to ensure users are comfortable. A great, branded experience means nothing if a potential consumer walks away remembering how sick it made them feel. Thanks to various hardware and software improvements, VR is much better and feels more natural than it did even a year ago – but it is still on the designers and developers to ensure it is comfortable.

    “It’s a tool to tell a powerful story in a way that’s much more personal and up close than we’d normally be able to."

    Another key strength of this new technology is the fact VR is not just one piece of hardware, this means brands have a greater choice in how they choose to deploy VR content. Some use smartphones, such as Samsung Gear VR and Google Cardboard, while others opt for Oculus Rift and HTC Vive, which require a full headset.


    Virtual reality (VR) is the hot topic that's got everyone talking. It's been hailed as the way of the future, and looking at the capabilities of some of the latest technology. Virtual reality has been in the works for some time, but it's only slowly been making its way into the minds of big business and marketing. We still have a long way to go before virtual reality is adopted ubiquitously, but it's never too early to start planning for the future.Virtual reality provides consumers with an experience as close to real life as it gets. VR offers the audience the sensation of 'being there it creates a visceral connection to the events unfolding in front of the viewer' Leap Motion is playing a transformative role in the development of human interface technology for VR/AR (augmented reality). As a result, the industry as a whole is on the verge of a similar moment of exponential growth.Leap Motion's technology allows VR headsets to register and understand hand movements. That means people can make selections and interact in the virtual world using their hands. For example, Imagine what this will do for the buying experience. With just a wave of the hand, customers will swipe through selections of items, physically place those items into a cart and purchase them effortlessly. Well, the technology to bring virtual reality into the world of ecommerce is here. It's ready to be implemented. We just have to be ready for it.

    VR Marketing Strengths

    Immersive Storytelling


    Product Demonstratrion


    Content marketing expansion