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Real World Marketing Through Location-Based AR Games

May 26

02:10 PM - 02:30 PM

Description

AR is being used to create new, engaging, effective ways for consumers to interact with brands and businesses. By adding AR gamification and location-based context, businesses are increasing reach, user sentiment, and actual foot traffic.

Having worked with global and national brands like AT&T, Simon Malls, Starbucks, Mcdonalds, and Samsung, Niantic's sponsorship platform has been evolving to a new form of AR marketing that is non-intrusive, organic, and engaging. Gaming is the new way to reach the so-called "unreachable" demographic, those who can no longer be engaged with via traditional forms of marketing. With the gaming narrative and experience in mind, we will walk through how location-based AR games can drive foot traffic to brick-and-mortar stores and provide highly contextual and timely moments of engagement with customers. Pulling from real world results, we will share case studies on what works in location-based AR gaming and how brands can leverage this new form of marketing.

Having worked with global and national brands like AT&T, Simon Malls, Starbucks, Mcdonalds, and Samsung, Niantic's sponsorship platform has been evolving to a new form of AR advertising that is non-intrusive, organic, and engaging. Gaming is the new way to reach the so-called "unreachable" demographic, those who can no longer be engaged with via traditional forms of advertising. With the gaming narrative and experience in mind, we will walk through how location-based AR ads can drive foot traffic to brick-and-mortar stores, create location context for digital brands, and provide highly contextual and timely moments of engagement with customers. Pulling from real world results, we will share case studies on what works in location-based AR gaming and how brands can leverage this new form of advertising.

Speakers

Head of Business, Platform & AR Headsets , Niantic
Sponsorship Platform Product Lead , Niantic

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