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Meta

NSAC 2022 Advertising Plans Book for Meta Quest

Goal: To increase awareness about the fun and social experiences that Quest 2 provides college students that go beyond gaming


Key Insights:

o The target audience is college students age 18-24.

o Our target audience likes relevant, original and memorable content.

o Meta, previously known as Oculus, is the “name brand” of VR.


The problem: Based on primary research conducted by the account team, respondents were not fond of VR replacing real-world experiences and do not see it as a necessity or practical for everyday life.


The solution: We created a reach-based advertising plan to encourage as many people to try the device as possible. Our goal is to establish VR as a necessity in the minds of college students by highlighting Meta Quest 2's overarching capabilities that go beyond gaming.


My role: For this project, I was a part of the consumer experience (CX) team where we worked together to develop ways for consumers to interact with Meta across multiple levels to build a deeper relationship. My team and I worked together to create a series of out-of-home advertising, touchpoint events and philanthropic events.






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