Since the foundation of civilisation, the sale of goods has transpired through physical, tangible, retail storefronts where we can go to buy clothes, furniture, gadgets, tools, anything we want really. The rise of virtual and augmented reality signals the possibility that we may be nearing the end of the necessity for businesses to have a physical retail shopfront. With over 43 million headsets in active circulation right now across the world, retailers are at a point where it may finally be possible to create, or even convert, to virtual reality ecommerce experiences.
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Virtual reality has long since been used as an experiential medium to provide experiences impractical or otherwise infeasible within the limits of real life. Across multiple stages of business sales cycles, both in B2B and B2C, trends are emerging across a vast array of industries, including retail, architecture, gaming, film & TV, real estate, and many, many more. The question is, what roles does VR play in optimsing, and even altering, sales cycles across these sectors?
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