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How to decide whether your company should use AR, VR or gamification

Quick answer

start with the objective, not the technology. If you need to reach a lot of people with quick access from a mobile, augmented reality in the browser (WebAR) is usually the best option; if you need total immersion to train, demonstrate or create emotion, virtual reality; if you are looking for participation, data and repeat use, gamification. Often the solution mixes two of them.

A decision tree that leads to choosing between augmented reality, virtual reality and gamification

Step 1. Define the objective

ObjectiveTechnology that usually fits
Reach lots of people with little frictionWebAR, browser gamification
Reduce doubts about buying a productAR (visualisation), virtual try-on
Train people in practical tasksVR (or AR on the job)
Demonstrate a large or complex productVR, interactive 3D
Capture leads and dataGamification (quiz, game)
Create a memorable impact at an eventVR, AR, games
Build loyalty and generate repeat useGamification, AR on packaging
Visit a remote or inaccessible place360º VR / 3D

Step 2. Think about the audience and the touchpoint

  • Where is your audience when they would come into contact? (home, street, shop, trade fair, workplace).
  • What device will they have to hand? (their mobile almost always; a headset only if you provide one).
  • How much time do they have? (seconds on the street, minutes at a trade fair, hours in training).
  • How much friction will they tolerate? (scanning a QR code: little; downloading an app: a lot).

Step 3. Assess the content you have

  • 3D / CAD models: they speed up AR, VR and configurators.
  • Documented procedures: the basis of training.
  • Brand and characters: the basis of gamification.
  • 360º images and videos: the basis of immersive visits.

Whatever you do not have will have to be produced: that adds time and cost.

Step 4. Weigh up budget, timescale and risk

FactorAR (WebAR)VRGamification
Typical relative costLow-mediumMedium-highLow-medium
Typical relative timescaleShort-mediumMedium-longShort-medium
Hardware neededUser's mobileHeadsetMobile / screen
ReachVery highLimited (depending on equipment)Very high
Depth of experienceMediumVery highVariable
Adoption riskLowMediumLow-medium

The relationships are indicative: each project is budgeted according to its scope.

Step 5. Check whether you really need it

Not everything requires immersive technology. Ask yourself:

  • Would a video, a good website or photographs solve it just as well?
  • What does interactivity add that a traditional medium would not?
  • Will it be used enough to justify the investment?
  • Do we have the capacity to manage it (equipment, content, measurement)?

If the answer is not clear, start with a small pilot.

Quick guide by case

SituationInitial recommendation
Online shop with many purchase doubtsProduct AR / virtual try-on
Brand with packaging and a seasonal campaignWebAR + gamification
Manufacturer with an important trade fairVR or interactive 3D + a game to capture leads
Industrial company with high-risk tasksTraining VR
Retail with traffic to the shopAR treasure hunt + voucher
Services with low differentiationQuiz / game to capture leads and build loyalty

Common combinations

  • AR + gamification: games on the packaging or in the environment.
  • VR + 3D: demonstration at a trade fair and a configurator on the website.
  • AR + training: assistance at the workplace.
  • Gamification + VR: challenges and scores in simulations.

How to move forward

  1. Write the objective and the metric.
  2. Choose a technology hypothesis and an alternative.
  3. Set out a limited pilot.
  4. Measure and compare with your data.
  5. Scale if it pays off.

To formalise it, see how to create a business case and how to write a brief.

Key ideas

  • Decide by objective, audience and touchpoint.
  • AR reaches more people; VR gives more immersion; gamification generates participation and data.
  • Assess available content, budget, timescale and risk.
  • Question whether a traditional medium would be enough.
  • Start with a pilot and measure.

Frequently asked questions

Which is the safest option to start with?

WebAR or a browser quiz/game usually involve less risk and a shorter timescale.

Can I combine several technologies?

Yes, and it is often the most effective approach.

What do I do if I do not have 3D models?

They can be created; allow for that in timescales and budget.

How do I know if it pays off?

With a pilot and a metric defined in advance.

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