Engaging Kinaesthetic Learners — The Future of Video Marketing
In the digital age, video content is paramount in brand marketing strategies. As brands continually strive to engage their audience, a new dimension emerges, promising not just to be seen but felt. The confluence of Kinaesthetic Learners and innovations like the Sphere at The Venetian Resort offers a glimpse into this potential [2].
Understanding and Catering to Kinaesthetic Learners
Studies suggest that about 5% to 15% of the population are kinaesthetic learners, preferring to learn through movement and tactile exploration[1]. Traditional films, while rich in auditory and visual stimuli, often lack the tactile engagement that kinaesthetic learners crave. Imagine the potential of spaces like the Sphere at The Venetian Resort, with its 10,000 seats equipped with haptic technology, providing a sensory experience beyond just watching and listening[2].
The Touch Factor — Elevating Brand Engagement Beyond Sight and Sound
While a majority of today's digital content is tailored for visual and auditory learners, there's a significant group, the Kinaesthetic learners, whose engagement preferences are often overlooked. Crafting content aligned with this group's affinity for touch and motion allows brands to tap into a more profound engagement layer. It's a fresh approach and fills a genuine market void. For brands aiming to distinguish themselves and leave a lasting impact, reaching out to Kinaesthetic learners presents a promising opportunity.
The Power of Multidimensional Film Experiences
The Sphere at The Venetian Resort epitomizes the next generation of entertainment venues. These spaces are no longer just for passive observation. They're crafted to immerse audiences in multifaceted experiences. An LED screen boasting a 16K resolution, cutting-edge audio capabilities, and 4D physical effects like scent and wind can redefine cinematic experiences, especially for Kinaesthetic learners[2].
Why Should Brands Tune In?
Tapping into a Sizeable Demographic
While exact numbers can vary, some educational theories suggest that Kinaesthetic learners make up about 5% to 15% of the population[1]. By overlooking this audience, brands might be missing out on a vast, engaged demographic.
Deeper Engagement
Kinaesthetic-focused content can lead to deeper consumer engagement, enhancing the retention of your brand message. With innovations like the Sphere at The Venetian Resort, brands have the opportunity to create memorable experiences, ensuring they're not just seen but felt[2].
Stand Out in a Crowded Market
In the dense landscape of today's media, delivering immersive experiences can distinguish your brand from the rest. By leveraging cutting-edge technologies and methods, brands can stake their claim as industry leaders.
Drive Physical Interaction
Appealing to Kinaesthetic learners can spur viewers to take tangible actions, be it sharing content, interacting with products, or making a purchase.
Phantom Touch in VR Phenomena
In the early 2000s people began to report feeling their smart phones vibrate, thinking they'd received a message, only to check and find nothing there. This "phantom vibration syndrome" was a small, almost trivial observation. It hinted at something deeper about our relationship with technology and perception. Imagine the power of touch in virtual reality without needing physical contact or haptic devices. PhD student Sasha Alexdottir's research into the "Phantom Touch in VR phenomena" offers a tantalizing glimpse into the future of immersive brand experiences[3].
This phenomenon can have profound implications for brands
Global Reach: With Phantom Touch, brands can create intimate touch-based interactions even when users are continents apart[3].
Diverse Applications: From the Metaverse to mental health treatment, the applications of Phantom Touch in VR are varied[3].
A New Dimension to VR: While virtual reality already offers visual and auditory immersion, introducing touch can further enrich the experience[5].
VR's Proven Potential in Education
Educational research underscores the potential of VR and AR to elevate learning experiences[6]. With such notable effects in academic settings, it's exciting to envision their role in brand storytelling and promotion. Brands can harness these tools to craft educational and engaging content, forging deeper connections with their audience.
Taking Cues from Sphere at The Venetian Resort
In this digital-first world, brands need to innovate. That's what the MSG Sphere Stadium in Las Vegas is all about. It is not just another venue, but a revolution in audience interaction. Want to make your brand unforgettable? If you're looking to take your brand's customer experience to the next level, here are some revolutionary features from the Sphere to consider:
Haptic Feedback: Consider integrating tactile feedback into video ads or virtual showrooms[4].
4D Experiences: Evoke real-world sensations by adding elements like wind or scent to the viewing experience[4].
High-Quality Audio-visuals: Quality is paramount, as seen with the Sphere's 16K resolution wraparound LED screen and sophisticated audio system[2].
Challenges and Strategies
While the realm of Kinaesthetic-focused content is brimming with potential, brands need to navigate potential pitfalls:
Avoid Sensory Overload: It's essential to strike a balance to ensure the audience isn't overwhelmed.
Ensure Accessibility: Content should be universally accessible, catering to individuals irrespective of their physical capabilities.
Budget Considerations: While venues like the Sphere are undoubtedly investment-heavy, brands can explore collaborations or more budget-friendly alternatives for immersive experiences[2].
Final Thoughts
As the digital landscape evolves, there will be opportunity for brands to adjust their strategies. Embracing Kinaesthetic-focused content, leveraging the power of touch in VR, and understanding the potential of immersive technologies are not futuristic concepts. They're the present, waiting for innovative brands to harness their potential[7'].
References:
Fleming, N. (2001). Teaching and Learning Styles: VARK Strategies. IGI Global.
The Sphere at The Venetian Resort. (2023). Official Website.
Alexdottir, S. (2022). "Phantom Touch in VR phenomena." PhantomTouchVR.
Vogel, D. et al. (2010). "The design and evaluation of an interactive chair for movement during video game play." Proceedings of Graphics Interface 2010.
Burdea, G. and Coiffet, P. (2003). Virtual Reality Technology. John Wiley & Sons.
Schuemie, M. J. et al. (2001). "Research on presence in virtual reality: A survey." Cyberpsychology & behavior.
Jensen, L. (2015). "Kinesthetic Learning in the Classroom." Faculty Focus.