Supported by Innovate UK Edge &
Part of the CIC's Createch 100 ones to watch
Supported by Innovate UK EDGE, who empower innovation-driven businesses to grow at pace, we were voted a CreaTech '100 Ones to Watch' in 2021 by the Creative Industries Council, an annual showcase of innovative UK-based companies working at the intersection of creativity and technology.
WHAT WE DO
Immersive Promotion Design is leading the way in the creation of a reimagined promotional language for the immersive sector, one that goes beyond gaming audiences and science-fiction imagery.
There's no doubt that the time for immersive tech has come, but their magical qualities of liminality, presence and embodiment make VR & AR difficult to communicate to audiences. We are a new breed of marketing consultancy designed for this problem, supporting immersive creatives and businesses to better evoke what their users will see, do and feel.
As well as helping immersive creators to market their work, we also create immersive campaigns using AR, spatial sound and other creative tech that transport you into the world of a brand. Plus we offer evaluation for those looking to develop a more diverse immersive audience. And as part of our mission to build a bigger, more inclusive audience for the immersive sector, everyone we work with contributes to and is given access to our R&D.
How We Do It
Unlike other digital marketing agencies out there, we specialise in immersive, bringing together the very best of academia and industry. With audience insight and university-led R&D into immersive promotion shaping all our campaigns, we stay at the cutting-edge of today's immersive media developments.
Thanks to grants from Bristol+Bath Creative R+D and StoryFutures Academy, we have formed innovative promotional strategies, bibles, toolkits and teaching materials for how immersive experiences can be better marketed to audiences, as well as how to bring cultural experiences to life with immersive campaigns.
Emphasising not the newness of the technology but the transformation of your audience's state of mind, our approach to immersive promotion has proven to boost interest amongst those new to this technology by up to 78%. That's because all of our campaigns and creative concepts are tested on an in-house Playtesting Group, an inclusive audience group that gives us a road-map to a diverse immersive market.
WHO WE ARE
Based at The Studio at Palace Yard Mews, Bath Spa University's enterprise and innovation hub for creative technology, we are a collective of immersive thought leaders and experience designers, bringing together funded university research and audience testing with leading expertise from our industry associates: Limina Immersive, PastPorte, Raucous, and beyond.
We are leading researchers in the fields of extended reality, participatory performance and immersive audiences, and have produced VR/AR experiences across film, theatre, museums and schools. Our associates have co-led the BBC VR Hub's Virtual Reality Libraries Pop-Up Tour, Limina Immersive's sector-leading VR cinema, and are industry experts for BBC Today, The Guardian and Wired.
Our collective of marketeers, academics, brand & story strategists and creative technologists are supported by Innovate UK EDGE, empowering innovation-based businesses to grow at pace.
Our Latest campaign
We partnered up with the Victoria Art Gallery and Bath & North East Somerset Council to support the marketing of Myths & Monsters, a family exhibition linking the worlds of literature, art and myth, and featuring the work of star authors like Axel Scheffler and Michael Foreman.
Check out our immersive trail, which turned visitors into monster hunters, searching for a motley crew of the best (and worst!) you could expect to meet. Using AR, we brought the monsters to life in the streets of Bath!
Our Latest R&D
Marketing VR Experiences... Without the Headset
Is it possible to promote the unique pleasures that VR offers without putting people in headsets? We partnered with Anagram to find out, drawing on their 2021 VR documentary Goliath: Playing With Reality as a case study for our R&D.