VR/AR: A Game-Changing Tool for Sales and Marketing
Customer X is an established blueberry grower located in the beautiful state of Oregon. They just received private equity funding to expand their blueberry operations globally. Customer X has never done business globally and is keen to learn global best practices from their blueberry supplier, a global leader delivering the industry’s best blueberry genetics, plants and technical support to blueberry growers located around the world. Company X knows that growing conditions in blueberry regions outside the US like Peru or Spain meaningfully differ from conditions in Oregon. The owner of Company X sits back and ponders: “How can I quickly visit our supplier’s global nurseries, see how their blueberry plants grow in different countries and in different climates, and learn what kind of ‘Grower Support’ they provide in different blueberry regions of the world.”
Customer X is afraid this is a huge undertaking and calls their blueberry supplier for advice. Customer X is delighted to learn about the supplier’s innovative, new program called LABVAR (‘Learn About Blueberries in Virtual & Augmented Reality’). This new program requires Customer X personnel to put on Virtual Reality/Augmented Reality (VR/AR) headsets to virtually visit the supplier’s facilities and other customers’ blueberry fields. VR/AR also allows Customer X to visualize various options for setting up a new blueberry farm from scratch, e.g., planting the actual field including proper spacing between blueberry plants. The LABVAR program also links into the supplier’s digital customer community where blueberry growers and subject matter experts exchange ideas and solve each other’s challenges. The president of Company X is thrilled and says to his executive team: “Wow, our supplier is amazing. We will be able to expand globally!”
Sound like science fiction? Not at all. VR/AR has established itself as the most disruptive technology for the next decade. Worldwide spending on VR/AR is forecast to accelerate out of the COVID-19 pandemic, growing from $12 billion in 2020 to $75 billion in 2024 to $1.5 trillion in 2030. Among thought leaders in multiple industries, applying VR/AR to sales and marketing is the norm today.
In the retail industry:
In the finance industry:
In the travel industry:
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To read the full Use Case for each of these examples, go to The VR/XR/AR Resource Center for Business & Enterprise).
There are four reasons driving the explosion in VR/AR sales and marketing applications:
Now is the time to create and/or implement your AR/VR strategy. Start by asking these questions: Where could VR/AR have the greatest impact in my organization: customer acquisition, customer retention or customer growth? How will my colleagues and I learn more about the VR/AR ‘Art-of-the-Possible’? What resources, internal or external, will we need to make VR/AR a reality in our company? How will AR/VR applications integrate with existing customer-facing technologies such as our digital customer community or our CRM system?
Here are the three things I ask you to remember:
ISM would like to help you explore how Virtual and Augmented Reality developments can enhance your customer engagement. To schedule a chat, choose a good time HERE.
The link will take you to our calendar where we can arrange a time to speak. Other options: contact us page or call 301-656-8448.