Toronto Star

Advertiser­s tap into the world of virtual reality

Companies are investing in a race to determine how new tech will be shaped

- DREW HARWELL THE WASHINGTON POST

When cookie giant Oreo wanted to promote its latest flavours, its marketing heads decided to spice up its traditiona­l TV ads with something not just new, but otherworld­ly: A virtual-reality-style fly-through of a whimsical, violet-skied fantasylan­d, where cream filling flows like a river and cookie pieces rocket past the viewer’s head.

The 360-degree “Wonder Vault” animation allowed viewers to look around this world by turning their smartphone, moving their mouse on a screen or gazing through a virtualrea­lity (VR) headset.

And many did: The minute-long sugary utopia has enticed nearly three million YouTube viewers — about as big as the 12-to-34-year-old audience for The Big Bang Theory, the most-watched sitcom on TV.

“Look at the Cinnamon Bun world: There are cinnamon buns, but there are also ice skaters. It evokes that sort of emotional connection,” said Elise Burditt, brand manager for Oreo North America. “It’s all about taking people inside this world we’ve created . . . and back to that feeling of being a kid again.”

As VR technology has rapidly grown more vivid, affordable and widespread, its artists and fans have championed the dramatic ways it could change movies, news, video games, on-the-job training and the creative arts. But many newcomers will take their first virtual steps via a more quintessen­tially American medium — advertisin­g. And companies now are investing heavily in a race to shape those worlds to their design.

Six of YouTube’s 10 most-viewed 360-degree videos over the last year promoted movies, events or other business ventures; the most popular, with more than 35 million views, advertised a “virtual-reality raid” for mobile game Clash of Clans.

Advertisin­g could likely, as in TV and on the web, form the financial backbone of VR’s universe, and the technology’s dazzling visuals, boundless worlds and captive goggles-wearing clientele have turned what once seemed like a passing fad into an advertiser­s’ dream.

But that rush into VR ads and 360degree videos — their less-involved technologi­cal cousins — means advertiser­s will likely define the platform before it hits mainstream audiences, much in the same way pop-up ads shaped the early web, analysts said. And because the tech is still in its infancy, advertiser­s see few limits to their ambitions: What, for instance, will product placement look like when entire worlds are up for grabs?

David Berkowitz, the chief marketing officer at MRY, an ad agency whose clients have included Sony and Pizza Hut, said virtual-reality campaigns are “coming up in every client discussion,” and with ideas that are “all over the map.”

But “most of the time (the idea) doesn’t even make sense just yet,” Berkowitz said. “It’s as if advertiser­s are trying to make this vision of the future a reality before everyone’s even ready for it.”

About 14 million VR devices are expected to sell worldwide this year, according to market researcher Trend-Force, which projects VR app, software and device sales will soar to $70 billion (U.S.) by 2020. When Facebook spent $2 billion in 2014 to buy VR headset startup Oculus Rift, chief Mark Zuckerberg said he believed “immersive, augmented reality will become a part of daily life for billions of people.”

Car companies, clothing lines and other corporate giants are spending millions on VR campaigns they insist are not advertisem­ents, but “experience­s,” engaging enough to clench even the most distracted viewers’ attention spans. And for marketers, the technology is enticingly immersive: Unlike with easily ignored TV commercial­s or banner ads, the only way to escape is to take the headset off.

Customers seem excited by the possibilit­ies, too. In a survey last year, researcher Ericsson Consumer-Lab asked which feature of VR seemed the most enticing. The top response — more than movies or video games — was the ability to “see items in real size and form when I shop online.”

YouTube and Facebook opened the virtual floodgates last year when they debuted 360-degree and VR-style ads for companies such as AT&T, Nestlé and Samsung. Since then, big companies have poured money into both VR centrepiec­es and the real-life nudges customers may need to enter their virtual worlds. McDonald’s restaurant­s in Sweden this month are selling $4 Happy Meal boxes that can be folded into virtual-reality viewers, called “Happy Goggles,” for a McDonald’s-branded kids’ skiing game.

“In storytelli­ng, brands are used to saying, ‘Here’s a 30-second spot, I’m going to get you from A to B and these are the messages I want to provide along the way,’ ” said Afdhel Aziz, director of the brand’s VR skunk works, Absolut Labs. “With VR, there is no A to B . . . So you have to figure out, what is the narrative you’re asking people to participat­e in? That’s where the magic is.”

Launching a VR-style production has become increasing­ly cheap, with 360-degree cameras such as the Ricoh Theta now on sale for about $300. But the production­s demand an incredible amount of resources: Executives at 360i, the agency behind Oreo’s ad and a Toyota virtual teen driving simulator, said ads like the minute-long Oreo spot can involve up to 40 animators, musicians and other creators, and that campaigns can often take six to 10 weeks.

Executives say the ads increasing­ly piling into 360-degree video sites and VR app stores have tapped only a fraction of the tech’s capabiliti­es, from eye-tracking and personaliz­ation to full mobility in ad-soaked worlds. “As these prototypes are getting developed,” said Layne Harris, 360i’s vice-president of innovation technology, “the first people jumping on them will be advertiser­s.”

But critics said the rise of “experienti­al marketing” has ushered in overdone advertisin­g for things that offer little experience: Oreo commercial­s, for example, that are 360 degrees of computer animation and zero actual cookie. After Boursin, a French cheesemake­r, last year released a VR tour of chilled foodstuffs, marketer Nicholas Manluccia wrote in Advertisin­g Age, “There is nothing inherently compelling about being trapped in a refrigerat­or with spreadable cheese.”

VR ads risk nauseating their target market — Lipton, the executive whose agency made the Oreo ad, confessed the headsets still make him motion sick — and there are still glaring style problems to advertisin­g on a device that Mad Men’s Don Draper wouldn’t be caught dead wearing. Bryan Rowles, executive creative director of 72 and Sunny, an ad agency that has worked with Samsung, Target and ESPN, said, “I don’t think anyone will ever accuse you of looking cool with a VR headset on.”

No one really knows whether VR viewers will, say, be more likely to buy a Volvo SUV after taking one for a “test drive” into the virtual sunset. The socially isolating influence of locking one’s eyes and ears into a computer-generated world — what Berkowitz has called a “virtual prison” — will also demand changes from an industry geared toward viral ad-making and commercial­s designed for the whole living room.

That demand on attention could end up underminin­g the whole enterprise, some analysts said: Advertiser­s today struggle to get viewers to watch more than five seconds of an online pre-roll ad. But it’s the real-life social isolation that might end up defining advertisin­g in the age of VR.

After visiting the Mobile World Congress — where Zuckerberg’s walk past a crowd strapped into VR headsets drew comparison­s to a Matrix-style dystopia — Berkowitz said he found himself craving something he couldn’t get from a cookie-filled imaginary world.

“After a little bit of that, I wanted to break free, go outside,” he said with a laugh. Maybe that’s an untold benefit of VR, he added: It might just “make people more social again.”

 ?? LLUIS GENE/AFP/GETTY IMAGES FILE PHOTO ?? The cumbersome nature of wearing VR headsets is one of the drawbacks that the new technology poses.
LLUIS GENE/AFP/GETTY IMAGES FILE PHOTO The cumbersome nature of wearing VR headsets is one of the drawbacks that the new technology poses.

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