VR
01 April 2014

What does the Oculus VR Purchase mean for Digital PR?

Another week, another purchase for Facebook. The one that sent the Internet into a frenzy last week was the purchase of Oculus VR for $2bn.

While this move caused concern amongst the gaming community and some of Europe’s leading developers (namely, that Facebook’s involvement could be detrimental to the core gaming experience), many are already beginning to ponder the positive developments in social media this may bring about.

Combining the worlds of social media and virtual reality offers a brand new set of challenges and creative outlets for digital PR.  But it doesn’t start and end with gaming alone. The key message for digital marketers is that this new relationship could soon present a wealth of opportunities for brands  both in and out of the gaming sphere. Mark Zuckerberg himself is quoted as saying:

“Imagine enjoying a court-side seat at a game, studying in a classroom of students and teachers all over the world, consulting with a doctor face-to-face, or going shopping in a virtual store where you can touch and explore the products you’re interested in just by putting on goggles in your own home.”

Being able to offer consumers experiential activity in the digital space of virtual reality is now something marketers, digital PR agencies and brands can actually consider planning for, which is a truly exciting prospect.

This development is the latest milestone in the stratospheric rise of the wearable tech trend. With tech giants such as Microsoft investing $150m in VR headsets, and Sony showing off its latest VR offering at GDC, all signs are pointing to virtual reality becoming a key component in any current or next-gen tech venture.