Glossary

What is virtual reality in advertising?

Virtual reality is an immersive technology placing users inside a fully computer-generated environment — offering experiential advertising possibilities that have consistently outrun the size of the audience.

Channels and surfaces

All 220 terms

The scale problem

VR advertising has been described as imminent for over a decade. The obstacle has never been the format; it is the installed base.

Headsets remain expensive, sessions are short, and usage is concentrated in gaming and a narrow set of professional applications. A medium reaching a small, specific audience for limited periods is not one media budgets move into, however impressive the experience is.

This is worth saying plainly because the category attracts more strategy documents than spending, and has for years.

What works within it

  • In-experience placement, where a brand appears naturally within a virtual environment — the equivalent of product placement.
  • Branded environments for high-consideration purchases where exploration genuinely helps.
  • Training and demonstration, which is closer to marketing utility than to advertising.
  • Not interruptive formats. An advertisement that interrupts an immersive experience is experienced far more negatively than the same interruption on a screen.

The lesson that generalises

VR is a useful counter-example to the assumption that a more immersive medium is a more valuable advertising medium.

Immersion raises the cost of interruption. The more completely a medium holds someone's attention, the more damaging it is to break it — which is why the formats that work in VR are ambient rather than interruptive.

The same principle governs conversational ads. An AI assistant holds attention completely during a response, and formats that interrupt it perform far worse than formats that attach to it. Both media reward advertising that fits the experience rather than pausing it.

Common questions

Is VR advertising worth testing?

For most brands, not yet on reach grounds. It can be worth it where the product genuinely benefits from spatial demonstration and the audience is already there.

Is the metaverse the same as VR?

No. VR is a display technology; the metaverse described a persistent shared virtual world that mostly did not materialise. Conflating them caused a good deal of wasted spending.

More in channels and surfaces

Screens beyond the phone, and the commerce that happens on them.