Over the past 20 years the shopping experience of consumers has changed drastically in the course of digitalisation. Today, shoppers can buy wherever and whenever they like.
As more Virtual Reality (VR) content is produced, Neil Stevenson, Ipsos Connect, has been pondering a simple question: What makes 'good' VR content good, exactly?
"What a year! At one point I was worried that we wouldn’t have much to write about in this year’s Ipsos’s Almanac, but 2016 is a massive reminder that history never moves in straight lines."
There is a general perception that gamers are the main target audience for virtual reality (VR) experiences, and our research finds this opinion is shared by 60% of participants. There is an emerging awareness of VR in the UK, with 59% of men boasting a strong understanding of VR, compared with 46% of women.
The world’s leading companies are using virtual reality (VR) to a major advantage, and that will only increase in the future. Vehicle makers need to get onboard now!