Virtual Reality: The Next Stage of Storytelling in Media Marketing
Samuel Khamala
August 24, 2025
Storytelling has always served as the media's and broadcast's backbone, yet VR pushes the boundaries beyond science fiction limits. Unlike static visuals or linear ads in video format, marketers can now use VR to fabricate whole environments within which audiences do not watch a story-they experience it. This communication transformation from passive consumption into active participation fosters a greater feeling of connection and memory.
Witness how a news channel may transcend reporting by immersing audiences in a VR recreation of a breaking event that communicates the urgency and scale felt impossibly through flat screens. Likewise, when broadcasting a new film or show, the studios may conjure immersive previews where the viewer walks onto the set, explores a couple of scenes, and feels, so to speak, a bit of the narrative. Experiences like these create emotional resonance, which constitutes the creation of marketing.
Marketers in media can also use VR for live events, concerts, sports, or theater, where audiences from anywhere in the world can virtually "attend." This multiplies reach and accessibility and creates new revenue streams through virtual tickets or branded experiences. Challenges remain with production costs in VR being on the high side, and headset adoption not being relatively even. However, with falling costs and increasing accessibility, the barriers float away.
In my view, VR will not replace traditional broadcast; rather, it will supplement it by adding another level of immersion. Marketers who jump into VR upfront will find themselves on the frontlines of creating new engagement and storytelling paradigms that the rest of the industry will find hard to compete against.
Instruction Topic: Will virtual reality really change how marketer