Meta: Oculus Quest 2

Team 641

MSU’s AAF chapter was assigned a national client, Meta and the Oculus Quest 2, and a case study that outlined its history and current problems. 7 months were spent creating a fully integrated marketing campaign to then compete in the National Student Advertising Competition.

The Work

Make Meta Quest 2 a coveted and essential product for college students (and those preparing for it), show how the Meta Quest 2 keeps one socially connected and infinitely entertained, increase market penetration with 18-24 year olds.

Deliverables

Primary and Secondary Research, Campaign Strategy, Manifesto, Big Idea/Creative Strategy, Microsite, Instagram Ad, OOH Floor, Posters, Banner Ads, Digital Billboards, :60 Ad, Plans Book.

60+

Research Hours

420

Survey Responses

32

1-1 Interviews

Competitive Analysis

  • "I like the ability to connect with people at any point in time from any place."

    Avery, 19

  • "I know there's a lot for Oculus to offer, I just can't tell how it fits into my lifestyle yet."

    Nate, 21

  • "Being able to see life as we know it from a technology standpoint is so advanced which is why I've always liked the concept of VR."

    Sam, 18

Audience Analysis

  • TRAILBLAZER

    Ready to be one step ahead of everyone else. They stay in touch with the latest trends they are not afraid to stand out. This person is the epitome of a go-getter and wants to be the first oen to discover technology trends.

  • VISIONARY

    The curious one. The one who is intrigued by the headset and virtual reality, but needs a nudge toward buying a ehadset. This is someone who can see themselves using virtual reality in their lives, nut is still just a few steps away from purchasing.

  • BYSTANDER

    A tough egg to crack. This person is typically not going to seek out the newest technology and while they may be aware of the latest trends, theya rent embracing them. They don’t see virtual reality as something useful for their life and needs to be shown why the Quest 2 is a valuable tool for their life.

Have you ever used VR?

Primary Research/National Survey

Have you ever heard of the Quest 2?

Primary Research/National Survey

Key Insight

Our research revealed that our audience greatly values their time and experiences. They seek connection with others and enjoy tapping into their own imagination. While the Quest 2 gives it users infinite possibilities to connect, it has been misconstrued as just another gaming device by many.

Campaign Strategy

Video games are a dime a dozen, but experiences are one in a million. Virtual reality isn’t your average video game, so it shouldn’t be seen that way. By showing the Meta Quest 2 as a symbol of creativity and a tool to explore your imagination, we will position it as an essential item in college students’ lives.

Meta Quest 2 will ignite your imagination to explore endless curiosities.

MANIFESTO

When we were young

We had a boundless imagination.

As we get older our responsibilities take over

And we lose sight of our creative vision.

It’s time we go back to the world we lived in when we were kids

When we were free of restrictions

Free of rules

Where we could take part in adventures with others

And use our youthful innocence to freely express ourselves

It is time we connect with our past.

CREATIVE STRATEGY/BIG IDEA

CONNECT PLAY CREATE

Key to Exploration

More Work