Oculus Quest Ad Analysis (Late)

 Link: https://d3npuic909260z.cloudfront.net/003/577/956/q6y4.mp4


This advertisement opens up with a large group of young adults, showing that the Oculus Quest 2, along with its popular game “Beatsaber” is geared towards people aged 18 – 28. This is a primary age range for people who enjoy video games and the pop artist Billie Eilish, as this Ad includes one of her songs as well as showing her name at the end. This suggests the ad is geared towards the same demographic as Billie Eilish's fans. Furthermore, the actors here are young, but also seem financially stable enough to indulge in a random hobby (such as playing VR with 20 other people in an abandoned dance hall LOL). 

    As the scene opens up, we see a dark and colorless dance hall with an older classic style, represented by chandeliers and a Victorian style. As our gamer dancers put on their VR headsets, light begins to creep through the windows before eventually everyone enters a portal full of neon lights and exciting fast-paced music. This is another typical bait-and-switch in an advertisement, going from dark, quiet, and colorless, to bright, loud, and immensely colorful is trying to show viewers the change that Virtual Reality gaming can have on you. This ad wants us to believe that buying the Oculus Quest 2 will allow you to enter a much more exciting universe in times of boredom. The interesting part about this advertisement is its trying to convince the viewer to try something completely new (apart from the small percentage of people who may already play Virtual Reality). This is different from most ads that are maybe trying to have you choose one brand over another. This can be seen as the beginning of the ad shows everyone being very confused about the experience, and eventually being fully indulged showing the instant payoff of playing Virtual Reality.

 Another aspect of the dance hall setting may be that “Beatsaber” can actually make you feel like a professional dancer or even get exercise, while also showing the level of immersion that the Oculus Quest can bring. This can be compared to when the popular game “Guitar Hero” was new to video games, as its entire appeal was that it could make you feel like a real Rockstar. In general this advertisement wants to persuade 18-28 year-old consumers to start playing Virtual Reality by highlighting the immersion and stimulation that the Oculus Quest can bring.

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