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Running head: Questionnaire 2
Questionnaire 2
Meta Oculus Questionnaire
Modesto Rodriguez
Liberty University
School of Business
Meta Oculus Questionnaire
1. Creative Brief
1.1 Who is your product?
Oculus is a virtual reality (VR) headset made by Oculus VR, a division of Meta Platforms Inc., which used to be called Facebook. Oculus is a new technology that lets people live in virtual worlds and have virtual experiences (Ario et al., 2022).
1.2 Why your product?
Oculus meets both the logical and emotional wants of people who buy it. Logically, it meets the needs of entertainment, games, virtual experiences, and even teaching apps. It is a fun and different way to escape real life and discover new places. Oculus appeals to the desire for energy, thrills, and new experiences (Ario et al., 2022).
1.3 Describe or develop the emotional and rational aspects of your product.
Emotional Aspect: Oculus makes people feel excited and amazed, taking them to places they could only dream of before. It helps people feel emotionally connected to virtual places, characters, and events, which makes them feel very involved and attached.
Rational Aspect: With high-resolution screens, accurate tracking, and easy-to-use tools, Oculus makes VR more realistic and advanced. Its form makes it comfortable to use for long periods. There is much material, including games, fun, learning, and getting work done (Ario et al., 2022).
1.4 What is your product about?
Oculus is a cutting-edge VR gear that gives you a virtual experience you cannot get anywhere else. Its most important features are its high-quality glasses that give crystal-clear images, its spatial audio that gives you a realistic 3D soundscape, and the flexible design that makes it easy to wear.
1.5 What else about your product?
To reach the people who change what people want in the target market, advertising and marketing should focus on a few key things:
· Technological Advancements: The cutting-edge technology used by Oculus makes for a realistic and exciting VR experience. This should be stressed to attract tech fans and early users (Han et al., 2023).
· Consumer Preferences: The number of people who want real entertainment has grown a lot, and Oculus allows them to get what they want.
· Gaming Communities: Because VR gaming groups are so popular, there is a market for more interesting and varied material, which Oculus can provide with its vast library of VR games and experiences.
· Social Media Influence: Sharing good reviews and stories about Oculus on social media sites can make people even more interested and excited about it, which can increase demand (Han et al., 2023).
1.6 Where is your product needed/demanded?
Oculus is famous worldwide but trendy in markets with much technology, cities, and places with a strong game and leisure culture. Targeting possible customers is easiest in big cities, game gatherings, and technology expos.
1.7 When is it needed/demanded?
Demand for Oculus is high all year, but it may be at its highest around the holidays, during big gaming events, or when new content is coming out. For the most effect, advertising efforts can be timed to meet with big game conferences and events (Han et al., 2023).
1.8 How is it used?
The marketing and ads for Oculus should show how it changes the lives of its users and how exciting, joyful, and amazing it is to experience virtual reality. The style and tone should be lively, daring, and future, just like the product, which is new and different (Hazan, 2019).
1.9 Does the average consumer have specific wants/needs/demands your ad/promotion should address?
The everyday customer wants a product that lets them forget about the real world, has the latest technology, and gives them exciting experiences. To reach the right people, the ads should speak to logical and emotional needs (like advanced VR features and a desire for excitement and travel).
2. How are the benefits presented in your new advertisement/promotion
2.1 Objective statement:
Advertising and marketing aim to make people think of Oculus as the best way to start endless virtual journeys. It satisfies people's desire for exciting experiences and cutting-edge VR technology.
2.2 Support statement: What is your big idea?
"Step into Infinite Worlds": The main idea is that Oculus opens the door to endless options, allowing users to explore and connect with infinite virtual settings and experiences. This idea combines the emotional appeal of travel, interest, and excitement with the logical appeal of cutting-edge technology (Hazan, 2019).
2.3 Support statement part two: What evidence from your research agenda substantiates your big idea?
Research shows that people want to be immersed in their pleasure more and more and want to be free to discover new places. These customer wants are perfectly met by Oculus's extensive library of materials, high-quality glasses, and easy-to-use controls (Hazan, 2019).
2.4 Support statement part three: Describe each demand shifter and how it helped you develop your big idea.
a) Technological Advancements:
As VR technology improves, Oculus has become an exciting and engaging tool that lets users enter virtual worlds like never before. The fact that the ads focus on cutting-edge technology makes it clear that Oculus is at the head of the VR change.
b) Consumer Preferences:
Oculus's value offering aligns with the rising demand for realistic entertainment and a break from the real world. The ad will show how Oculus meets these needs by letting people escape into interesting and different virtual worlds.
c) Gaming Communities:
The growing VR game groups have created a market open to new and exciting material and want to see more. The ad will show the wide variety of games and experiences available on Oculus, appealing to gamers with different tastes.
d) Social Media Influence:
One cannot overstate how social media affects people's thoughts and feelings. The effort will use good user experiences and popular content shared on social media sites to get people talking about Oculus and get them interested.
2.5 Tone statement:
The ad's tone should be exciting, creative, and full of awe and wonder. This will capture the audience's attention and make them want to learn more about what virtual reality can do. It should excite and inspire people, making them want to imagine themselves in these amazing situations.
2.6 Brand statements:
"Our goal is to change what reality is and give people the tools they need to meet, discover, and live well in an endless number of virtual places. Oculus represents the spirit of never-ending discovery and allows our users to do amazing things (Hazan, 2019). virtual reality has the power to change people's lives, and people are committed to ensuring that users have access to cutting-edge technology that takes them on amazing trips."
3. Your Advertisement/Promotion Message Strategy
3.1 Describe the overall creative approach you are trying to accomplish in your ad/promotion.
The artistic idea behind the ad is to show how powerful Oculus is by making it look like a doorway to endless journeys. The ad will show different people having exciting experiences in virtual worlds, focusing on the product's emotional and logical parts (Yoo et al., 2023).
The main idea is "Stepping into Infinite Worlds," a metaphor for the fact that people can do anything they want in the virtual world. The ad is meant to make people feel awe and wonder, catching their imaginations and making them think about what Oculus could do for them.
3.2 What do you want your advertisement/promotion to say?
The campaign's main idea will be "Step into Infinite Worlds." It will show that Oculus goes beyond reality and immerses users in fascinating virtual experiences, boosting their sense of wonder and pushing them to accept the endless possibilities of the VR world. The ad will show different ways users can be taken into different virtual worlds, such as exploring old cultures, fighting in great fights, or going on exciting journeys. Each scene will make you feel different, from joy and enthusiasm to awe and calmness.
Context and Rationale:
The ad will show how Oculus can be used, from exploring magical settings to playing games that make your heart race, through visually appealing and emotionally powerful scenes. The ad will show that Oculus is more than just a tool; it is a doorway to a world of relationships and experiences (Yoo et al., 2023).
3.3 Nonverbal—overall nature of the ad's graphics/theme/visual appeal/characters, etc.
The images in the ad will be state-of-the-art, showing beautiful virtual settings and people that look real. Each scene will be carefully made to give the impression of reality and draw people into the fascinating virtual worlds shown. Combining movie storytelling with smooth changes between different virtual experiences will boost the visual appeal.
3.4 Technical—Execution approach, choose the most potent IMC Promotional Mix component to advertise/promote your product and provide the necessary details.
Television Commercial: This will be done mainly through a robust 60-second TV ad. It will air during prime time, big sports events, and famous shows to reach many people. The ad will start with a scene from a movie, showing a person putting on the Oculus gear and being quickly taken to a beautiful virtual setting. As the ad goes on, it will show bits of different VR experiences, from exciting adventures to heartwarming times of connecting with others in the virtual world. Each scene will create joy, surprise, and wonder (Yoo et al., 2023).
3.5 Internet and Social Media—Regarding your research efforts, describe and discuss using those IMC Mix components.
· Social Media Campaign: There will be a solid social media effort on sites like Facebook, Instagram, YouTube, and Twitter. Short, exciting movies, user content, and interactive VR demos will be shared to get people talking and encourage them to join in.
· Influencer Partnerships: Collaborations with well-known game and entertainment stars will help spread the word about Oculus to their fans by showing how exciting and fun it is.
· Interactive Website: A website just for Oculus will have much information about it, including VR demos, customer reviews, and a showcase of material to get people interested.
· Livestream Events: Livestream events with VR experiences and behind-the-scenes content will be set up to get people excited about Oculus and build a sense of community around it.
· Email Marketing: Leads will be nurtured with personalized email marketing, and current customers will be kept up to date on the latest VR material and changes.
· Virtual Showcases: There will be virtual events and shows, so users can try out Oculus from afar and talk with brand reps (Yoo et al., 2023).
References
Ario, M. K., Santoso, Y. K., & Basyari, F. (2022). Towards an implementation of immersive experience application for marketing and promotion through virtual exhibition. Software Impacts, 14, 100439. https://doi.org/10.1016/j.simpa.2022.100439
Han, Y., Zhang, Y., & Soares, M. M. (2023). The Usability Assessment of Meta Quest2 and Recommendations for Improving. 184–193. https://doi.org/10.1007/978-3-031-35702-2_13
Hazan. (2019). Marketing in the metaverse: An opportunity for innovation and experimentation - ProQuest. Www.proquest.com. https://search.proquest.com/openview/a8b6a4bd5f6e8efabbbe803545a522a4/1?pq-origsite=gscholar&cbl=30375
Yoo, K., Welden, R., Hewett, K., & Haenlein, M. (2023). The merchants of meta: A research agenda to understand the future of retailing in the metaverse. Journal of Retailing. https://doi.org/10.1016/j.jretai.2023.02.002