AdsOptimal 3DX – Effective 360 Degree Advertising Solution For Virtual Reality

AdsOptimal, a San Francisco based VR solution startup, offers virtual reality advertising solution and helps brands to connect with their audiences better using Virtual Reality. The company initially received seed funding from Y-Combinator, Andreessen Horowitz, SV Angel, Start Fund and angel funds. The company has been profitable through display network, in which we serves billions impressions worldwide.

AdsOptimal deliver VR ads on digital media network, such as mobile websites & apps.  Audiences can see it on their smartphones. Or view it on VR headsets. The app serves 360° Cardboard experience but audiences can display them on any platform, no installation required. VR provides rich content experience to audiences that traditionally cannot deliver on the flat screen. At the present, brands need to build mobile apps to deliver their VR creatives. However, AdsOptimal firmly believe audiences shouldn’t have to download apps to see the content. They should be able to see it right on the websites or apps that they are browsing.

Audiences can browse VR creatives right on the websites or apps. Audiences can use their fingertip to look around or inside the product. The audiences can flip between 2D and 3D mode which work with VR headsets, such as Oculus VR, Google Cardboard and Samsung Gear VR.

There are many companies building tools to create VR content. However, there is no company delivers those content on mainstream digital media. AdsOptimal is among one of very first media networks built for virtual reality developers, platforms and companies!

The Future Of Virtual Reality Advertising Solution

In the past few years, Virtual Reality has been getting attention from the many industries. Recently Time Magazine has described Why Virtual Reality Is About to Change the World. Businesses and brands have developed Virtual Reality apps to gain their customers’ attention. Examples are Infiniti, Jurassic World, and Taylor Swift.

However, do they really work? At the present, number of download for each VR apps is surprisingly low. Average install for each VR apps is about 50,000 installs or lower. In contrast, brand marketers would expect to reach millions in order to make the campaign really work. AdsOptimal was born to offer an effective virtual reality advertising solution!

Audiences Are Not Willing To Download App To See ADs

Statistically, an ad banner that has 10% click-through-rate may give lower than 1% install rate when the ad bring audiences to install an app. Getting someone to install an app is more difficult process than it seem. First, they need to switch to the app store, then hit install button, type in password, wait to download, wait to install, then open the app. Majority of cell phone browsing are on cellular data, which also makes the process even longer.

It will be faster for audiences if they can see the ad right on the websites or apps that they are browsing. In this way, Virtual Reality ad can have at least 10 times higher impressions to its content. Audiences shouldn’t have to download apps to see the ads.

Most People Do Not Own VR Device At This Time

Oculus Rift has shipped more than 100,000 kits worldwide. The number is impressive, however it is still considerably low compared to the number of billion audiences in digital media world. We can expect the shipment growth to continue. But still, we cannot expect audiences to bring Virtual Reality headset with them everywhere.

It will be more convenient for audiences if they can view Virtual Reality ad without any headset and use it when they like to. Generally, Virtual Reality that we see through the headset can also be rendered in 360° on flat screen using mathematical algorithm. So, the better ads would have an option for audiences to view with or without Virtual Reality headset.

AdsOptimal Founder Brad Phaisan

Brad Phaisan grew AdsOptimal from zero to billions of impressions within a year. In addition to display network, he launched AdsOptimal 3DX, a platform for Virtual Reality content, where brands can deliver Virtual Reality creatives on mainstream digital media.

Prior to AdsOptimal, Brad drove millions of dollars of e-Commerce sales for ipsy, and acquired millions of users for a set of Facebook apps. His most acclaimed achievement: 1 app, 1 week, 1 million users.  Originally from Thailand, Brad won multiple worldwide software championships. This led him to work at Microsoft and later on Google, where he built Media Ads – rich ads for search results.…

The death of mobile VR means new life for standalone and tethered VR.

Even if you already knew this, a new study proves it: “High-performance” VR platforms are becoming more popular, while “mobile VR” is losing ground. Users, developers, and manufacturers appear to have given up on Google and Samsung’s smartphone-based VR peripherals, implying that we’re watching the category’s dying last gasps — at least, as we’ve known it.

Consider this week’s I/O conference if there wasn’t already enough evidence of mobile VR’s demise. After arousing fears late last year by remaining mute on its Daydream VR technology, Google remained silent on the matter again during its I/O presentation. It hammered more nails in the coffin by removing Daydream support from its latest Pixel 3a phones and informing reporters that it is now focusing on virtual reality services.

Following Samsung’s stealthy exit from the mobile VR market last year, Google has issued a wake-up call to Daydream consumers and developers. Though the Galaxy S9 and Galaxy S10 are technically compatible with 2017 Gear VR sleeves, those and prior Gear VR accessories have been discounted and are no longer addressed at Samsung events.

The exits of Google and Samsung from the mobile VR pool would have left the pool empty a few months ago, but Nintendo chose to join in with cardboard Labo VR kits last month. You can argue whether they’re “mobile VR” (since they require Switch handhelds instead of smartphones) or even real VR (because the hardware is barely stereoscopic, lacks a head strap, and is both low-res and low-frame rate), but if Google Cardboard qualifies as mobile VR, so does Labo.

Typically, a late arrival by any firm would be insufficient to save a dying category. Still, we’re talking about Nintendo here, a seasoned portable device maker who isn’t concerned with “high performance” hardware and is only concerned with having fun. Even though Nintendo bungled it with the Virtual Boy two decades ago, the Switch is hot right now. VR continues to pique the interest of millions of people, and Nintendo has fantastic distribution. More than anyone else, Nintendo has an opportunity to sell a lot of affordable VR kits in 2019.

However, just like its non-VR Labo predecessors, it doesn’t take much time to use Labo VR to demonstrate that it lacks engaging long-term experiences. Users who purchase the entire $80 package are likely to spend more time putting together cardboard components than playing Nintendo’s rudimentary VR minigames, ranging from unfinished demos to somewhat entertaining fetch quests. Worse, VR DLC for Mario Odyssey is over in just 15 minutes, and a VR update for Zelda: Breath of the Wild will have you nauseous and bored in about ten minutes. Best of luck to everyone else if Nintendo can’t develop Mario or Zelda VR experiences worth playing.

 

 

It’s because of encounters like this that mobile VR has a terrible image. After spending $80-$150 on a Google, Nintendo, or Samsung VR attachment, the most frequent user experience appears to be a series of short, unimpressive VR sessions that lead to the user shrugging and tossing the accessory into a drawer. Some users keep the headsets around for the occasional film or game. Still, without significant investment from platform developers, the devices become stuck in a never-improving cycle: developers see low usage and reduce content creation, while users keep leaving due to a lack of fresh material.

According to a new IDC analysis on typical usage of high-performance VR devices, mobile VR isn’t the only section of the market with this issue. Even those who possess the most expensive headsets spend six or fewer hours per month in VR, with only 12% reporting 16 or more hours per month. However, the lack of high-quality experiences is particularly noticeable in the mobile VR sector, maybe because smartphone consumers have generally been unwilling to pay much for software and have only purchased VR because of low-cost peripherals.

I’m not ready to proclaim mobile VR dead just yet, even though it appears to be on its deathbed. For one, we haven’t seen Labo VR’s ultra-low-end sales figures; also, something new and not wholly distinct is on the way, albeit whether you term it high-end “mobile VR” or low-end “tethered VR” depends on your point of view.

Qualcomm’s XR Viewer program will allow Android users to ditch their bulky cardboard and fabric smartphone sleeves to favor mixed reality headsets that look like glasses and have customized screens, relying on tethered phones for processing. Compatible phones will include Snapdragon chips significantly quicker than those seen in previous-generation mobile VR devices, and the hardware will handle both augmented and virtual reality.

These XR Viewers and whatever else Apple is working on will undoubtedly pressure existing “high-performance” VR device developers. With smartphone-dependent VR/AR/XR devices on the way, I believe businesses like Sony, Oculus, and HTC will need to reassess their pricing strategy, though I’ll be the first to say that it won’t be easy.

According to IDC’s analysis, hardware bundles and software pricing are the top concerns for potential VR buyers, and anecdotal data appears to support this. Sony presented new packages, published new titles, and reduced prices around the holidays, which boosted PSVR sales. Sam

 

attempted to market the Odyssey+ tethered PC headset for $499, but it offered substantial (40%) discounts to move units after a few months. Soon after, Oculus shelved plans for a more powerful Rift sequel in favor of something considerably more straightforward, which the company decided to maintain at $400.

Another problem will be market ambiguity. Although consumers have more VR gear options than ever before, several significant players are abandoning their platforms. No one wants to spend a lot of money on gear that won’t be maintained in a year or two.

My opinion is that VR hardware manufacturers should consider the remaining market as “mass market” and “non-mass market,” rather than “low-end” and “high-end.” Years of evidence suggest that VR headsets costing more than $299 will not be mass market, with sales in the tens or hundreds of thousands rather than millions. For a long time, the price tags of $199 and $299 have been regarded as miraculous consumer electronics product inflection points. For every company that succeeds in breaking that rule, there are legions of companies that mistakenly believe they are immune and fail to do so.

After seeing what happens with Facebook this year, we’ll have an excellent idea of where things are headed. Last year, Oculus Go was released as a standalone VR device for $200, but it did so by relying on a mobile chipset and taking costs in other areas. As a result, it attained mass-market success, but it is limited to movie playback and other inactive activities.

As a result, it appears as Oculus Quest exists purely to provide the additional processing and tracking features that Go could never incorporate for $200. Quest is no longer mass-market inexpensive, and it’s still weak at double the price. It’s questionable whether it will be

 

ll, given that nothing VR-related seems to reach velocity at a $400 price range.

With so many new devices reaching the market, the second half of the year will be particularly fascinating for budding VR platforms. Though mobile VR as we know it is unlikely to be as crucial in the future as it has been in the past, established VR device makers like Sony and HTC must begin planning now for a lot of change in both the tethered and standalone sectors, which quite different competitors might soon dominate.…

MOBILE VR JAM 2015 by OCULUS

The Oculus Mobile VR Jam will be up on April 13, 2015, with $1,000,000 in prizes up for grabs!

Hundreds of teams competed in the first VR Jam in 2013, which lasted three weeks. Hundreds of innovative VR experiences, such as DarkNet, Dumpy, SightLine, and DreadHalls, were pioneered by these developers as they dove deeply into uncharted terrain.

With the Gear VR Innovator Edition this year, competitors are challenged to create ground-breaking new content. With $1,000,000 in cash prizes and accolades for the finest new VR games, applications, and experiences, this is an opportunity to cooperate with fellow developers.

To sign up, find a team, discuss your ideas, and get started, go to our official Mobile VR Jam 2015 page on ChallengePost. Each submission – including yours – will have its progress available for viewing for each weekly milestone, allowing you to give and receive helpful comments.

We want to invite you to our Mobile VR Jam 2015 kick-off event, where you may meet other participants if you’re attending GDC this year. Details can be found here.

We’ll have more news on the Mobile VR Jam in the weeks ahead, so stay tuned. We’re looking forward to seeing what you create!…

In 2021, four VR marketing trends were gaining traction.

Virtual reality (VR) has shown to be more than a craze in recent years. Virtual and augmented reality is expected to have a combined economic impact of $29.5 billion by the end of this year. In 2020, 82 million headsets were scheduled to be sold, indicating that consumers are interested.

As a result, it’s no wonder that more companies are adopting this fast-expanding market. If you want to stay competitive, you’ll need to get on board with virtual reality. You don’t want to appear quaint or old-fashioned in this age of high consumer expectations.

However, before initiating a VR marketing campaign, you should be aware of four key themes to get the most out of this technology.

1. AI, augmented reality, and virtual reality join forces

You’ve already experienced the convergence of artificial intelligence, augmented reality, and virtual reality if you’ve ever used a filter on Instagram or Snapchat. Marketers can — and should — go beyond simply putting a dog’s nose and ears on a shot as these technologies improve and become more accessible.

AI, AR, and VR applications can be combined to improve a brand’s capacity to provide further customization to customers. Thanks to its use of visual analysis via a neural network, you could utilize its image recognition technology to acquire shopping options and reviews if you took a picture of a piece of furniture. It’s even possible to match the table with other items.

2. Virtual reality encourages emotional involvement.

Do you want your customers to take action as a result of your marketing efforts? Then it should come as no surprise that you should use emotions in your marketing efforts. VR can assist you in achieving this goal.

You’ll be in a better position to elicit diverse emotions from your audience as technology gets more immersive and tactile. These emotional blows will not only affect them but will also strengthen their bonds with your brand.

3. The concept of Gamification becomes a reality

Gamification or the application of game design thought to non-game situations isn’t a new concept for marketers. Social Media Examiner described the 26 aspects of a gamification-based marketing plan back in 2012 when it became clear that igniting customers’ competitive juices was a good thing.

Because it fosters more brand recognition and deeper engagement, Gamification was effective almost a decade ago and is still effective now. This form of interactive material can also be effective at converting customers and helping you stand out from the competition.

On the other hand, Gamification offers enormous potential for marketers because more users are engaging with VR and AR on their smartphones, thanks to affordable mobile VR devices like Gear VR, Google Cardboard, or Daydream View.

“Apps for health and welfare are just the beginning of these gamification tactics. Brands and marketers may use Gamification to attract new consumers and maintain long-term connections with existing ones by providing users with a one-of-a-kind experience that only their company can provide, “Tim Bond, the DMA’s head of insight, adds. “For example, in personal banking, these can be used to reward loyal customers; in fashion, they can unlock special discounts or early access to new products; and businesses can even employ gamification metrics to provide fans with exclusive material.”

Virtual reality has gone a long way in the last few years. It’s no longer a piece of futuristic technology out of reach for the average person. It has grown more accessible to both customers and enterprises due to more affordable headsets, better ease of use, and cross-platform capabilities. As a result, customers expect brands to employ technology to create a one-of-a-kind experience, which means you’ll need to keep up with the current trends to match their expectations.

What trends in virtual reality marketing excite you the most?…

Virtual Reality Marketing Inspires Guests’ Creativity

The Pokemon Go app’s viral success has increased public awareness of augmented reality (AR) and virtual reality (VR) technology. The game app uses augmented reality to superimpose Pokemon images over real-world locations where players aim their phones, bringing the fantasy world to life. Businesses of all kinds, including hotels, are racing to find new and imaginative methods to attract and entertain customers using AR and VR, immersing consumers in a virtual world.

Guests Will Be Astounded By Immersive Experiences

The buzz may also increase awareness of existing hotel projects in AR and VR marketing, entertainment, and other hotel industry trends. For example, the Best Western Virtual Reality Experience was expanded to all of the brand’s North American hotels this summer. The Best Western project makes 360-degree movies of its properties, which can be viewed online or through a VR headset for a more immersive experience. The goal is to provide potential visitors a virtual tour of each property’s rooms and amenities to encourage them to book by impressing them with the chain’s new design.

International Data Corporation’s global exports of virtual reality technology would surge in 2016, with total volumes hitting 9.6 million units. Virtual reality has piqued the interest of 44 percent of American consumers, according to Statista.

To capitalize on this enthusiasm, hotels are turning to virtual reality (VR) as entertainment. Marriott’s VRoom service loaned visitors Samsung Gear VR headsets for 24 hours in a 2015 test experiment, allowing them to virtually travel with a guide to three exotic locales using Samsung’s VR platform. While the brand evaluates the outcomes, the VR content is now available online.

Hotels are also experimenting with augmented reality, which can be used for personalized wayfinding, such as highlighting destinations inside or outside the hotel based on the guest’s itinerary or interests, bringing signage and virtual brochures to life, and providing menus with images of dishes or translations for non-English speakers. Holiday Inn devised a sort of augmented reality with pre-recorded movies that allows guests to “see” sports stars around the hotel. AR experiences can be accessed through an app on a smartphone or tablet or through the use of a particular pair of glasses.

These companies aren’t the only ones working on AR and VR marketing and entertainment projects in the hospitality industry. According to Skift, Shangri-La Hotels and Hilton are among companies using virtual reality for marketing. At the same time, Carlson Rezidor Hotel Group employs a virtual reality-enhanced app to teach investors and developers about its Radisson Blu hotel brand’s design process.

Perspectives on the Future

However, it is still early in the game. According to Deloitte, 2016 will be a “year of experimentation,” as companies test new ideas to see which ones provide value and attract customers. They must also make sure that they have the infrastructure and know-how to develop and manage great content at scale. According to most forecasts, the most significant impact will come later as VR technology finds its home.

Faith Popcorn, a futurist, paints a stunning picture of the role VR will play in hospitality in the future. “Consumers will want immersive experiences that will allow them to luxuriate in luxury in both a physical and virtual sense,” Popcorn stated in a report commissioned by InterContinental Hotels & Resorts for its 70th anniversary. According to Travel Weekly, hotels will be able to provide visitors with once-in-a-lifetime experiences smoothly and spontaneously — or so it will appear — by leveraging virtual reality and the constant flow of personal likes, dislikes, and bio-data. Popcorn also anticipates guests adopting virtual reality to send virtual postcards to their loved ones back home or participate in dangerous experiences without the risk. Hotels might potentially use virtual reality to generate virtual interior designs throughout their facilities.

On the other hand, hotels will have to take a (virtual) crawl-walk-run approach to get there. To spend VR expenditures wisely, keep an eye on developing VR marketing and entertainment best practices, as well as related hotel industry trends.

However, if the meteoric rise of Pokemon Go is any indication, getting AR and VR technology right may generate the kind of engagement and excitement that every hotel CMO desires.

Fans can also use virtual reality to immerse themselves in live events such as sports games and concerts by just donning a headset.…

How to Use Virtual Reality and Augmented Reality in Marketing

7 Tips For Getting Started With Virtual Reality Marketing

Customers today are seeking natural, engaging, interactive, and personal experiences. Marketers must use increased interaction and highly tailored messages to impress their clients as consumers become more brilliant. As a result, virtual reality (VR) has emerged as one of the most effective marketing tools for creating realistic experiences and standing out from the crowd (For more Virtual Reality News, click here). Here’s all you need to know about VR marketing and advertising so you can uniquely satisfy your customers’ expectations.

What Is Virtual Reality Marketing?

First and foremost, the phrase can define virtual reality by defining “virtual” and “reality.” The term “virtual” can be defined as “close,” whereas “reality” refers to what we experience as humans.

Virtual reality is essentially a sort of “near-reality” or “reality emulation.” In addition, VR is defined as a “computer-generated simulation of a three-dimensional image or scene that can be interacted with in an increasingly life-like manner by a person wearing a special headset or gloves equipped with sensors.”

VR is also linked to telepresence, which “allows users to feel as though they are physically present in a different location or time,” as well as immersion, which is defined as “deep mental involvement.” VR technologies, in general, allow for increased emotional intensity and provide a new dimension of experience.

As a result, virtual reality has become one of the most talked-about new consumer technologies in recent years. VR has lately become more accessible to the marketing business due to technological advancements and decreased production costs. Several brands are already using it to raise awareness, improve engagement, and improve the customer experience. To effectively engage their customers, these firms have been organizing VR events to support planners like Get out Events. Furthermore, it is predicted that virtual reality (VR) will continue to disrupt business paradigms, becoming the next significant platform change following the web and mobile devices.

Why Should Virtual Reality Interest You?

The use of virtual reality (VR) and augmented reality (AR) has expanded dramatically in recent years. They’ve even been used in marketing initiatives by savvy internet marketers. The essential advantage of adopting AR and VR in marketing is that it adds value to the customer by providing individualized content and new business models. Here are some recent facts that show you can’t afford to overlook virtual reality:

By the Numbers: Virtual Reality

By 2022, the VR sector is expected to be worth around $33.90 billion.
• By 2021, it is expected that 82 million VR headsets will have been sold.
• By 2021, there are expected to be 200 million VR users, up from 200,000 only a few years ago.
• 62% of consumers say they’d be more engaged with a brand that sponsored a virtual reality experience.
• A brand that incorporates virtual reality is viewed as forward-thinking by 71% of consumers.

Furthermore, some of the most forward-thinking firms are already experimenting with virtual reality. The acquisition of one of the leading virtual reality businesses, Oculus, by Facebook, which is now building a virtual reality social networking platform called Space, was a watershed moment in virtual reality history. Apple has a distinct division named ARKit that works on augmented reality for iOS devices. Furthermore, Google has enabled VR on Chrome, and Mozilla has done the same.

Overall, it’s evident that virtual reality is the next big thing, and you should start thinking about how to incorporate it into your marketing approach right away. It’s official: virtual reality advertising has here, and it’s here to stay.

How To Incorporate Virtual Reality Marketing Into Your Content Strategy

So, if you’re ready to follow in the footsteps of other bold brands and incorporate VR marketing into your content strategy, keep the following in mind:

1. Consider your current audience

One of the most crucial things to do is look at how your clients are already consuming your content. Consider what channels customers use to learn about and communicate with your brand. Is it Instagram, Facebook, your company’s website, or a mobile app? Google Analytics, Followerwonk, Capsulink, and other audience analytic tools can help you better understand your audience and their behavior. You can add virtual reality components or VR content into your design after knowing which medium your customers prefer.

Disney, for example, created a 360-degree virtual reality experience of flying across one of the locales in the upcoming Star Wars film. The virtual reality footage was distributed through Facebook’s 360 video feature, which garnered 6.6 million views, 75k likes, and 237k shares.

2. Virtual Reality Is A Platform, Not A Message

Because virtual reality is fresh, new, and intriguing, it piques client curiosity. However, it would help if you did not think of VR as a marketing message in and of itself. Keep in mind that it’s only a platform, and for it to be effective, it must deliver valuable branded experiences. As a result, when developing a virtual reality marketing strategy, keep in mind your key message or what you want your audience to learn, experience, or do. The VR must then be used to achieve those objectives.

Virgin Holidays is an excellent illustration of how virtual reality can help a corporation reach its objectives. Virgin Holidays created a 360° experience of visiting resorts in Mexico using Google Cardboard technology. The film depicts what guests may do and see in these locations, such as swimming with dolphins and walking along cliffs. The campaign’s primary purpose was to persuade customers to book their next vacation with Virgin Holidays. As a result, sales of the excursions featured in the VR film skyrocketed.

3. Create a Memorable Experience

Remember that VR isn’t just about your brand’s message when developing your content marketing plan. Virtual reality opens up a slew of new possibilities for really immersive and believable experiences. You should take advantage of virtual reality technology and focus on providing a memorable experience for your customers.

TOMS Shoes did just that when using virtual reality technology to allow consumers to experience TOMS Giving Trips firsthand. Customers were taken to a giving destination with a team of TOMS personnel, where they were introduced to a local youngster named Julio, who demonstrated his living conditions. Overall, everyone who tried the VR video had a genuine and meaningful experience.

4. Incorporate immersive storytelling into your virtual reality marketing.

The film used to be the most immersive storytelling medium available. The crowd, on the other hand, was still just watching. Now, virtual reality offers a new level of “presence” and the sensation of being present. As a result, it’s an effective tool for telling your brand’s story. Within your video, make sure you have a straightforward narrative for your user’s trip. Use interactivity, as well as visual and auditory clues to enhance the story’s impact.

For example, The New York Times has developed a dedicated VR mobile app that tells immersive stories. The New York Times uses virtual reality to put its readers at the center of the news. The unique storytelling and innovative technology allow individuals to visit areas they might not otherwise see. The Fight for Falluja, for example, is a virtual-reality film that effectively conveys the story of Iraqi forces’ battles to recover the strategically crucial city of Falluja from ISIS.

5. Make Contact With Long-Distance Clients

Another significant benefit of VR is that it facilitates content creation for customers who are located far away. This implies that potential clients won’t have to travel far to learn about your business, making you more approachable. For example, the KAUST Museum established Viewseum, a virtual reality initiative for those who find the distance a barrier to visiting the museum. The project contains a virtual reality viewer and a virtual reality software that allows visitors to virtually explore the KAUST Museum from the comfort of their own homes.

6. Use Virtual Reality Marketing to Showcase Your Products

Furthermore, virtual reality marketing is an excellent approach to show customers your products without them having to visit your store. This means that your potential clients can try out what your company has to offer from the comfort of their own homes. The IKEA Virtual Store is a perfect example of this, as it allows you to browse the Living room, Living room storage, Bedroom, and Wardrobes sections at any time of day. Customers may “walk” through the store, scan, and even buy things without ever leaving their couch.

7. Use VR marketing to add value

Finally, keep in mind that the goal of your VR solutions should be to provide value to your consumers. Always keep your clients in mind and evaluate how you might assist them in solving difficulties and improving their lives. According to Lowe’s study, many customers lack the confidence or expertise needed to complete DIY projects. As a result, they launched Holoroom How To, an on-demand virtual reality skills clinic. Customers are immersed in a DIY project and given step-by-step directions on the VR headsets and grasp the controllers.

Virtual Reality Marketing – We Are VR

Content marketing is continually changing, and staying on top of the latest trends is more crucial than ever. Virtual reality and augmented reality marketing are here to stay, and if you play your cards well and think outside the box, you’ll be able to stand out from the crowd and attract new clients. As part of your overall digital marketing plan, get started with augmented / virtual reality marketing and advertising now!…