virtual reality to drive social change

Three ways to use virtual reality to drive social change

In this day and age, we can use social media, augmented reality and virtual reality to drive social change by altering the way we campaign for causes. When a potential audience of billions can be reached with content to highlight a social issue, the impact is often swift and significant – think of the Ice Bucket Challenge. Augmented reality (AR), virtual reality (VR) and mixed reality (MR) have major roles to play in an era where change is literally in the palm of anyone’s hand. Here’s why.

It gives people a voice

billgates-booksOne of the best ways to open hearts and minds to a cause is to connect potential contributors with the people who stand to benefit from their con
tributions. No less than Bill Gates has shown how it’s done, allowing readers of his blog
Gates Notes to join him in his efforts to combat AIDS in Africa in a 360-degree VR film. “Meeting” people living with AIDS and the people working towards an AIDS-free future inspires viewers to make a difference.

 

Helping others connect with a situation

 

Now that you’ve met the people who need your help, VR can give you a better understanding of why they need your help. “If you could shuffle all of the homes in the world like a deck of cards so that people in wealthy countries lived side by side with people from poor countries, it would transform the world’s fight against poverty, hunger, and disease,” Gates writes. “It would be impossible for people to look away, impossible for them not to help.”

syria

It can be difficult to connect with an issue when you don’t see it for what it really is. Even consistent news coverage has the tendency to fade into the background when we only hear one-off stories and see isolated images. Take the Syrian refugee crisis. The Syrian civil war has gone on for so long. Many people are now numb to the suffering of civilians affected by the conflict. With immersive 360-degree VR films, however, you are not able to tune out or multi-task; you focus on the subject. The International Rescue Committee recognised this and used it in a film called Four Walls, made in collaboration with YouVisit. In Four Walls, you experience the living conditions of a refugee camp in Lebanon and witness the claustrophobia first-hand. You also see how their hopes and desires are not far removed from your own.

The results of these campaigns, as reported by Adweek, are promising. From the Syrian refugee crisis to non-profits championing clean water and education, VR films have brought in donations. In a recent UNICEF campaign, a VR film telling the story of a Syrian girl living in a refugee camp in Jordan boosted donations to US$3.8 billion – double what they expected to receive.

Putting benefactors in the shoes of beneficiaries

For organisations fighting diseases and illnesses, one important way to generate donations is to show people what it would be like to have that disease or illness themselves. To do that, Alzheimer’s Research UK and Visyon launched A Walk Through Dementia, a Google Cardboard app. This app recreates everyday situations faced by those who suffer from dementia – grocery shopping, walking around the neighbourhood visyon_-a-walk-through-dementia-1and simply being at home. Improving the public’s knowledge and pushing them to see the difficulty of life with the condition shifts it away from being an abstract concept. Recognising the impact that dementia could have on your own life and the lives of the people you care about, you realise the importance of taking immediate action and supporting organisations doing research to defeat
it.

Inspired to take your cause further with mixed reality? We want to be on your team. At Appearition, our goal is simple – tailored solutions that maximise ROI and deliver sustainable stakeholder value. We employ a partnership model driven by principles in change management. We ensure the complex mesh created by our solutions makes sense for our clients. Contact us to find out more.

Sources

(1) (2) (3) (4) (5) (6) (7) (8)

Image Sources

(1) (2) (3) (4)

 

CONTACT US