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AR & VR Marketing: Creating Immersive Brand Experiences

  • Jun 25
  • 13 min read

Industry & Competitive Context

The emergence of augmented reality (AR) and virtual reality (VR) as marketing instruments represents one of the most structurally significant shifts in brand communication since the advent of digital advertising. AR overlays digital information onto the physical world — typically through a smartphone camera or wearable device — while VR immerses users entirely within a computer-generated environment. Both technologies, once confined to gaming and defence applications, crossed into mainstream brand marketing during the 2010s and accelerated dramatically through the pandemic period, when physical retail was disrupted and brands needed new ways to drive product trial and purchase intent remotely.

Goldman Sachs projected, in analysis cited by McKinsey, that AR and VR would grow into a $95 billion market globally. More recent estimates from recognised market intelligence firms place the global AR and VR marketing market at approximately $4.5 billion in 2023, growing at a compound annual growth rate of 18.3 percent to reach approximately $24.2 billion by 2033. The competitive field in this space is structured around platform providers — principally Snap Inc., Meta Platforms, and Apple — who supply the AR infrastructure through which brands build experiences, and brands themselves who deploy those tools for product discovery, trial simulation, and social amplification. Sectors driving the highest adoption include beauty, fashion, footwear, home furnishings, and automotive — all categories where the gap between digital browsing and physical confidence has historically been wide enough to suppress conversion.

The strategic rationale for immersive marketing is rooted in a demonstrable limitation of conventional e-commerce: the inability to simulate product experience. Brands that operate in visually and spatially complex categories — furniture that must fit a room, shoes that must suit a foot, makeup that must suit a skin tone — face structural friction in converting digital browsers to buyers. AR directly addresses this friction by enabling what industry practitioners call "try before you buy" at scale, without requiring physical store access. The competitive implication is that brands offering this capability not only reduce purchase hesitation but potentially shift consumer preference toward platforms that provide higher functional utility.


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Brand Situations Prior to Campaigns

To examine AR and VR marketing as a strategic discipline rather than a collection of isolated stunts, it is analytically useful to focus on three documented brand cases — IKEA, Sephora, and Gucci — each of which faced a distinct version of the fundamental problem AR was designed to solve, and each of which executed a substantively different architectural response.

IKEA, the Swedish home furnishings retailer, operated with a well-established pain point: a significant share of customers could not accurately judge how a piece of furniture would look or fit in their home before purchase. In IKEA's own published analysis, the company identified that nearly 40 percent of consumers experience what it termed an "imagination gap" — a lack of confidence in making spatial decisions about their homes. This uncertainty was a driver of both purchase abandonment and post-purchase returns, creating cost pressure across the supply chain. IKEA had experimented with earlier digital catalogue features as far back as 2012 and 2014 but had not yet deployed a scalable consumer AR tool.

Sephora, the LVMH-owned prestige beauty retailer, faced a different but equally measurable problem. Buying makeup without trying it — a reality for a growing share of digital shoppers — involved significant colour and texture risk. In-store product testers, already a hygiene concern, were further restricted during the pandemic period. Sephora had invested in omnichannel retail innovation through its internal Sephora Innovation Lab, established in 2015, and had partnered with Canadian AR company ModiFace to begin exploring virtual try-on. The strategic challenge was making this technology accessible, accurate, and integrated into the existing purchase journey rather than a separate novelty experience.

Gucci, the Italian luxury fashion house, occupied a distinctly different competitive position. Its challenge was not primarily return-rate or purchase confidence in the conventional sense, but rather audience reach and conversion at the top of the marketing funnel — specifically among Gen Z consumers who engaged heavily on Snapchat but for whom physical Gucci store access was either geographically limited or aspirationally distant. Gucci had already integrated AR features into its own branded iOS app in 2019, allowing shoppers to virtually try on Ace sneakers via foot-tracking technology developed by Belarus-based startup Wannaby. The question was how to extend this capability to a social platform at global scale.


Strategic Objectives

Across these three cases, the strategic objectives are analytically distinct and worth disaggregating. IKEA's objective was fundamentally utilitarian: to close the imagination gap and reduce the decision-making friction that depressed both online and in-store conversion. The technology was positioned not as entertainment but as a functional confidence-builder that could translate directly into commercial outcomes. The metric of success was whether the tool could make buying decisions easier, not whether it could generate social media attention.

Sephora's objective was omnichannel integration — specifically, deploying AR to bridge the growing gap between digital beauty discovery and physical purchase, while maintaining the personalised advisory experience that had been the retailer's differentiator. Virtual try-on was strategically framed as a way to replicate the in-store consultation digitally, expanding Sephora's effective service radius beyond the physical store footprint. A secondary objective was product discovery: by allowing users to experiment across thousands of shades quickly, Sephora could surface products that a shopper would not have independently sought out.

Gucci's objective through its Snapchat collaboration was explicit in its scope: to launch the first global branded AR shoe try-on on a social platform, targeting a young, digitally native audience across eight markets simultaneously, while creating a direct path from immersive product engagement to purchase without requiring the user to leave the platform. The campaign was strategically engineered as a full-funnel social commerce instrument — combining awareness through the novelty of AR, consideration through realistic product visualisation, and conversion through an embedded "Shop Now" function.


Campaign Architecture & Execution

IKEA launched its IKEA Place application in September 2017, co-timed with the release of Apple's ARKit platform and iOS 11, making it one of the first major retail AR applications built on ARKit technology. The app enabled users to place true-to-scale, photorealistic 3D models of IKEA furniture within their physical spaces using their iPhone or iPad camera. The product catalogue at launch encompassed more than 2,000 items, with an initial focus on large living room furniture including sofas, armchairs, coffee tables, and storage solutions. A key technical commitment was the app's 98 percent dimensional accuracy, confirmed in IKEA's official press release — meaning the rendered furniture conformed to real-world scale with a precision rate the company made a central product claim. Android availability was extended in March 2018 via Google ARCore, substantially widening the device reach. In 2019, IKEA updated the app with AI-powered personalisation features, allowing users to receive curated room recommendations based on preference inputs and to scan any piece of furniture to identify visually similar IKEA products. Apple's CEO Tim Cook publicly described IKEA Place as "the future of shopping" at the time of launch, providing third-party institutional validation that amplified the product's cultural positioning.

Sephora's AR programme was architected in two layers: app-based and in-store. The Sephora Virtual Artist feature was launched in the Sephora mobile app in 2016, built in partnership with ModiFace and using facial recognition technology to allow users to virtually try on lip products in real time. As Bridget Dolan, then VP of Innovation at Sephora, confirmed in company-published communications, the feature progressively expanded from lip colour to encompass eyeshadows, false lashes, full-look tutorials, and foundation shade matching. The in-store component deployed the same technology on iPad stations at Sephora's Beauty TIP (Teach, Inspire, Play) Workshop concept stores across North America, and in two New York City locations through an RFID-linked "Tap and Try" system that allowed shoppers to physically pick up a product from an endcap and immediately see it rendered on their face via the Virtual Artist interface. The 2021 Southeast Asia deployment — executed in partnership with customer engagement platform Braze — used segmented push notifications, in-app messaging, and Content Cards to promote the Virtual Artist feature to users who had recently browsed makeup products, a targeting approach that Braze published in documented case study form.

Gucci's Snapchat execution, launched in June 2020, was built using Snap's SnapML feature within Lens Studio — a machine-learning powered tool that allowed for highly realistic, foot-tracking AR rendering. Gucci created two Lens combinations covering four sneaker styles: the Gucci Ace, Rhyton, Tennis 1977, and Screener. Users pointed their Snapchat camera at their feet and saw Gucci footwear rendered accurately on their foot in real time, with the ability to move and view the shoes from multiple angles. The "Shop Now" button embedded within the Lens sent users directly to the corresponding product page for immediate purchase. The campaign was available in eight markets: the United States, United Kingdom, France, Italy, UAE, Saudi Arabia, Australia, and Japan — making it, as Snap confirmed in official communications, the first global sponsored AR shoe try-on Lens on the Snapchat platform.


Positioning & Consumer Insight

Each campaign was anchored in a specific consumer insight, and the strategic sophistication of each case is largely determined by how precisely the technology was aligned to that insight rather than deployed as a generic novelty. IKEA's insight — that the imagination gap was a structural inhibitor of purchase confidence — led to a positioning of AR as a practical household tool rather than a marketing spectacle. The company's own framing, as articulated by Michael Valdsgaard, then Leader of Digital Transformation at Inter IKEA Systems, in the launch press release, was that "IKEA Place makes it easier to make buying decisions in your own place." This language deliberately de-technologised the experience and centred it on the consumer outcome: confidence, not novelty. Valdsgaard also stated publicly that "augmented reality and virtual reality will be a total game changer for retail in the same way as the internet. Only this time, much faster" — positioning the investment as strategically foundational rather than experimental.

Sephora's insight was that makeup purchase decisions are anchored in personalised visual trial, and that the inability to replicate that trial digitally was producing friction across all non-physical touchpoints. The company's strategic framing, as stated by Sephora's former EVP of Omni-Retail Mary Beth Laughton, was that "digital and innovation have always been part of our DNA at Sephora." The Virtual Artist was positioned as an expression of Sephora's established identity as an innovation leader in beauty retail, not a pivot or departure. This positioning was important because it allowed the AR feature to reinforce brand equity rather than create a separate technology-facing identity that might feel incongruent with the luxury-adjacent Sephora customer experience.

Gucci's consumer insight was generational: Snapchat's documented reach of more than 90 percent of 13-to-24-year-olds and more than 75 percent of 13-to-34-year-olds in the United States — data published by Snap — made it the most efficient platform for reaching the Gen Z consumer who represents Gucci's long-term growth audience. The insight was that a significant portion of this audience could not access Gucci physically but engaged with the brand culturally. AR try-on created a form of aspirational product interaction that did not require store access, while the embedded social sharing mechanism allowed users to circulate their virtual Gucci try-on organically, generating peer-to-peer brand exposure through user-generated content.


Media & Channel Strategy

The media and channel strategies across these cases reflect meaningfully different architectural choices about where in the consumer journey immersive technology can most effectively intervene. IKEA deployed its AR capability as a standalone owned-channel application — a downloadable product requiring deliberate installation — rather than embedding it within a social media platform. This choice privileged depth of experience over breadth of reach, accepting a higher acquisition barrier in exchange for a more sustained, utility-driven interaction within the home environment where the purchase decision would ultimately be made.

Sephora's channel strategy was explicitly omnichannel: the same AR capability was deployed across mobile app, web browser, in-store iPad stations, and RFID-linked shelf experiences. This architectural consistency meant the Virtual Artist reinforced the same brand message — personalised, accessible beauty expertise — regardless of where the consumer encountered it. The Braze-published case study on Sephora's Southeast Asia operations confirms that the platform used push notifications and in-app messaging to drive awareness of the Virtual Artist feature among users who had demonstrated relevant browsing behaviour, creating a data-informed trigger model rather than a broadcast approach. According to that published case study, Sephora SEA deployed the feature through three channels simultaneously: push notifications, Content Cards, and in-app messages.

Gucci's media strategy was the most platform-dependent of the three: the entire campaign was built within and for Snapchat, with no parallel owned-channel deployment. This created a structural dependency on Snap's distribution infrastructure but also allowed Gucci to exploit Snapchat's native social mechanics — lens sharing, peer discovery, story amplification — in a way that a standalone branded app could not. The campaign operated across eight international markets simultaneously, a global distribution scale that would have been architecturally impossible on a proprietary channel at comparable speed and cost.


Business & Brand Outcomes

The documented outcomes across these three cases are analytically significant because they confirm different dimensions of AR's commercial utility rather than a single uniform value proposition. For IKEA Place, the most widely cited technical outcome is the 98 percent dimensional accuracy confirmed in company press materials, and the recognition the app received: Apple CEO Tim Cook's public endorsement at launch and the app's shortlisting for or winning of more than 30 design awards, as documented by IKEA's product development partner Space10. No verified public information is available on IKEA's specific sales conversion data or return-rate reduction attributable directly to the IKEA Place app.

For Sephora's Virtual Artist, TechRepublic reported — citing company data — that by 2018, within two years of the feature's launch, the Virtual Artist had recorded more than 200 million shades tried on and over 8.5 million visits to the feature. These metrics, published in TechRepublic's company-sourced reporting, represent the scale of consumer interaction rather than purchase conversion figures, which Sephora has not publicly disclosed at a granular level. The Braze-published case study on Sephora SEA confirms that the targeted engagement campaign around the Virtual Artist feature achieved a 28 percent increase in feature adoption, a 16 percent uplift in usage per user, and a 48 percent overall increase in Virtual Artist traffic. These figures are specific to the Southeast Asia market segment and the campaign period covered by the Braze partnership.

Gucci's Snapchat AR campaign produced the most specifically documented commercial outcomes of the three cases. According to data cited in published retail and AR industry research drawing on Snapchat's case materials, the Gucci AR shoe try-on Lens reached over 18 million users, generated a 188 percent increase in product page views, and produced a 25 percent increase in purchase intent among users who engaged with the Lens. Snap confirmed in its published business case for Gucci that the campaign generated a positive return on ad spend (ROAS), with Snapchatters purchasing products directly through the embedded "Shop Now" button within the Lens.


Strategic Implications

The three cases examined here collectively illustrate that AR and VR marketing is not a single strategic instrument but a family of tools whose commercial effectiveness is entirely dependent on how precisely the technology is matched to the specific friction point that inhibits consumer action. IKEA succeeded because it identified a concrete, spatial consumer problem — the imagination gap — and engineered a technology response that solved exactly that problem with industrial-grade accuracy. The 98 percent dimensional precision was not an engineering footnote; it was the entire strategic proposition. A furniture visualisation tool that rendered products at 80 percent accuracy would have created as much anxiety as it resolved. The product had to be precise enough to eliminate the imaginative risk, not merely approximate it.

Sephora's strategic contribution is the demonstration that AR's value in beauty retail is amplified by integration depth rather than deployment scope. The Virtual Artist was not effective because it was available on multiple channels; it became commercially meaningful because it was the same experience, with the same product catalogue and the same accuracy, whether encountered on a phone in a user's apartment or on an iPad station in a store. This consistency meant that the AR tool reinforced rather than fragmented the omnichannel identity that Sephora had built over years. Brands that deploy AR as a stand-alone campaign asset rather than integrating it into the full consumer journey risk the same outcome as any disconnected channel strategy: momentary engagement without durable behavioural change.

Gucci's case raises the most structurally interesting strategic question for luxury marketing: how does a high-exclusivity brand create meaningful engagement with an audience that cannot yet afford the product without diluting the scarcity signals on which luxury positioning depends? The AR try-on represented a carefully calibrated answer. It allowed consumers to experience the aesthetic of a Gucci product without possessing it, maintaining the aspiration gap even while closing the imagination gap. The 18 million user reach of the Snap Lens was by definition incompatible with the physical distribution scarcity of Gucci's actual product — but because the experience was virtual, it could generate desire at scale without flooding the market. The social sharing mechanic amplified peer-driven aspiration, reinforcing the brand's cultural currency among younger cohorts while the "Shop Now" functionality captured the commercially ready fraction of that audience at the moment of highest intent.

At the industry level, these cases collectively suggest that AR and VR marketing creates its most durable competitive advantage not as a campaign execution layer but as a platform capability that shifts where value is created in the consumer journey. Brands that build proprietary AR assets — trained models, high-fidelity 3D product libraries, integrated purchase flows — accumulate a technical and experiential moat that is structurally difficult for late-adopter competitors to replicate quickly. IKEA's investment in ARKit compatibility in 2017 placed it years ahead of home furnishing competitors who moved to AR later. Sephora's early partnership with ModiFace — which L'Oréal subsequently acquired in 2018, underscoring its strategic value — gave the retailer access to facial recognition and skin-tone analysis infrastructure that shaped the competitive landscape of beauty retail AR for years. Gucci's iterative investment, from its own app in 2019 to the Snapchat global campaign in 2020, demonstrated that platform-agnostic AR asset development could be redeployed across contexts with increasing speed and scale.

The broader implication for brand strategy is that immersive technology has migrated from a media tactic to a strategic capability question — one that now sits at the intersection of product development, data infrastructure, channel architecture, and consumer experience design. Brands that treat AR and VR as campaign formats rather than platform investments will consistently underestimate both the capital commitment required to execute them well and the compounding strategic value they generate over time.


Discussion Questions

Q1. IKEA chose to deploy its AR capability as a standalone downloaded application rather than embedding it within a social platform. What are the strategic trade-offs of owned-channel versus third-party platform AR deployment, and under what brand or category conditions would each approach be preferable?

Q2. Gucci used Snapchat's AR Lens to generate 18 million engagements while simultaneously maintaining its luxury positioning. How should luxury brands think about the tension between mass digital reach and the scarcity signals that anchor premium pricing, and does virtual try-on resolve or exacerbate that tension?

Q3. Sephora's Virtual Artist achieved its most documented outcomes through a targeted re-engagement campaign in Southeast Asia rather than at global launch. What does this suggest about the role of audience segmentation and behavioural triggering in maximising the ROI of immersive marketing features, and how should brands structure the go-to-market strategy for AR tools post-launch?

Q4. L'Oréal's 2018 acquisition of ModiFace — Sephora's AR technology partner — illustrates how platform capabilities can be vertically integrated by upstream competitors. How should non-beauty brands in high-differentiation categories evaluate the build-versus-partner decision for AR infrastructure, and what criteria should govern that choice?

Q5. The AR and VR marketing market is projected to grow at approximately 18 percent CAGR through 2033. As the technology becomes more widely adopted across categories, how will early-mover advantages erode, and what second-order sources of differentiation — beyond the novelty of immersive experience itself — will determine which brands sustain competitive advantage through AR and VR marketing?

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