THE ASK:
To establish Quest 2 not just as a want, but a need for the everyday life of a college student, and show how VR can be social.
PROBLEM:
Perceptions of VR are clouded by gaming and negative stereotypes, leaving the target unaware of its capabilities.
INSIGHT:
Our target knows what the potential of VR is, but they think it is something far off in the distant future. In truth, their ideal virtual reality exists on the Quest 2 today.
For this campaign, I was a non-traditional researcher and a member of the creative team, conceptualizing our brand anthem and pre-roll video spots. Our team won first place in the AAF District 4 competition.