The downside: Only 3% of mobile subscribers will use augmented reality apps by 2012 (and let's face it, the technology needs to come a long way).
The upside: Young people love this stuff, and brands are racing to create immersive experiences to engage them.
Lego Group, for one, has created stand alone store kiosks kids can use to hold up packages in-store to engage with AR experiences at the point of persuasion. No mobile phone required here. In other experiences, from Burger King and Ray-Ban to Doritos and Esquire magazine, a PC is used.
But in Europe, mobile AR is all the rage, as evidenced by efforts for Ford Ka and the Coca-Cola sub-brand Fanta, which has, among other things, a mobile AR game of tennis (shown above, and explained more fully here), in which players connect via Bluetooth to compete in a real world-virtual world game of tennis.
As Prinz Pinakatt, head of interactive marketing for Coca-Cola Europe tells me in my new book, THE ON-DEMAND BRAND (Spring 2010, AMACOM/McGraw-Hill), the lure for marketers seeking to create blockbuster brand experiences will be unprecedented. He says every major consumer brand will have created an AR experience for consumers over the next few years.
How many of those experiences will be mobile? We'll see how the predictions live up to, well, reality.
Read the Business Week article (which is more about the technology, less about marketing opportunities), here.
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