Virtual Reality and Marketing

Decisions on how you advertise and sell products crucially need to keep customers excited and interested. Taking on Virtual Reality, the most thrilling device this decade, has the potential to change the business game for good.

Virtual Reality’s unprecedented success has kept the media busy since the moment it hit the digital scene. We have seen it all, with Grandad’s air-punching virtual zombies* and toddlers screaming as their morally inept parents dress them in Samsung Gear VR’s. VR has put the digital world in to chaos and technology nerds have never looked hotter.

Despite this marvellous collection of VR related content, there is one sector that has been pushed aside. Compared with the mountainous coverage of VR gaming, information on its use in the business sector is somewhat lacking.

So, 27partners plan on addressing the business prospects of VR head on. Being at the forefront of digital improvement through consultancy, engineering, production and applications, we know that a future for global business begins with video enterprise.

So how can your business thrive with VR adoption? Start at the top, with Kings of fast food money-making success, McDonalds.


In March this year, McDonalds released Happy Goggles. This happy meal marketing strategy adapted from the reasonably priced Google Cardboard is the most accessible choice for business VR start-ups. Although currently only available in Sweden, this trick has got kids begging for a trip to McDonalds, and their parents are equally as curious.

The Keating Hotel

Global hotel companies like Marriot Hotels and The Keating, have adopted VR to show their clients properties and locations all over the world. Perfecting a trip to Hawaii without the travel costs and airport hassle!


Wrigley’s 5Gum took on Virtual Reality and combined it with the Kinect camera, a harness to lift users off the ground and two forms of scented air, creating an experience for all the senses. The concept centralises around four virtual worlds based on four gum flavours, including spearmint and fruit mix. Ideally what users experience using the VR is similar to that of chewing a piece of their gum. It’s a pretty awesome marketing strategy, even if the product ends up on the underside of a school desk.

England Six Nations Rugby

O2’s ‘Wear the rose’ is a 360 experience on the Oculus Rift which puts a user in the centre of an England Six Nations rugby training session. For rugby fans, this is a unique immersive experience which shows genuine drills directed by England skills coach Mike Catt. This, along with ‘digital snippets’ which display player information and game statistics, perfect modern day marketing.

The Displaced

The ability to put users in any situation and point of view with VR, means the opportunities to evoke deep emotion and reaction are endless. Being put in someone else’s shoes is the most persuasive way to change minds, encourage interest and rally support.

The New York Times took full advantage of this, using 360 video immersion to confront the profoundly relevant refugee crisis. Immersing viewers in situations of extreme suffering both informs and takes users out of cosy living rooms to put them in the centre of ruin.

* (For more on Zombie fighting Grandad’s)

To learn more, keep yourself updated with our weekly feature articles on VR!

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