Skip to content

Publishing Industry VR/AR/XR Use Cases

VR publishing

VR/AR/XR in Action

Vox Media
Industry: Publishing – Media
Use Case: VR Headsets to Access Enhanced Content

Virtual and Augmented Reality Technologies Enables Enhanced Viewing of Media Content

Vox Media has previously secured two major commercial partners for its Virtual and Augmented Reality content. In 2017, there was a collaboration with JetBlue in which The Verge-branded virtual reality headsets were given to passengers flying from New York and San Francisco to Las Vegas for the Consumer Electronics Show. Passengers were also encouraged to view The Verge’s curated list of 360 video (360) content that included some of its own videos and some from other publishers. All of The Verge’s 360 content is hosted on its YouTube channel, including an interview with Michelle Obama shot in 360 which has been viewed 462,000 times.

Another of Vox Media’s publications, SB Nation, teamed up with The Verge to offer a VR basketball experience at South by Southwest in 2017. This had a commercial tie-in with Mountain Dew.

Vox CEO Jim Bankoff, in a September 2016 interview with Adweek, encouraged the industry to embrace bleeding-edge forms of media and marketing to tell stories in new and engaging ways via Virtual and Augmented Reality in publishing. “We’ve optimized our culture for change,” he said.

To see the complete article, please click here



The New York Times
Industry: Publishing – Media
Use Case: VR Headsets & Apps to Access 360 Content

Virtual and Augmented Reality Technologies Enables Enhanced Viewing of Media Content

Almost every legacy media outlet has created some form of Virtual and Augmented Reality content, but The New York Times has deeply embraced this medium. Google Cardboard headsets were given out with the newspaper for free in 2015 and in 2016. The company has also struck a deal with Samsung to produce daily 360 content for the Samsung Gear headset, and the NYT has an app dedicated to its virtual reality content, called NYT VR.

The company has made huge amounts of diverse, high quality VR in publishing content, at the same time making a commercial case for embracing the medium. The Times has secured two sponsorships — Samsung and Chevron — and the popularity of its app makes it attractive for advertisers. Examples of incredible content include Pulitzer-winning photojournalist Ben Solomon’s “The Fight for Fallujah,” (over 2.1 million views on YouTube) which documented Iraqi forces fighting to retake the city from ISIS, and a joint project with the Lunar and Planetary Institute and the Universities Space Research Association that put readers on the surface of Pluto (over 1.2 million views on YouTube).

Sam Dolnick, an associate editor at the New York Times who oversees the company’s  Virtual and Augmented Reality projects said: “It started off as a dare. We got excited about the storytelling opportunities offered by immersive video, and wondered, ‘How it can make you experience stories in a different way?’ We’ve got journalists out in interesting places everyday with notepads and cameras,” he said. “So we said, ‘What if we outfitted them with a 360 camera?’”

To see the complete article, please click here


The Guardian
Industry: Publishing – Media
Use Case: VR Headsets & Apps to Access Virtual Content

Virtual and Augmented Reality Enables Enhanced Viewing of Media Content

The Guardian released its first Virtual and Augmented Reality project in April 2016 called 6×9, which put viewers in the shoes of a prisoner in solitary confinement. For that project, the company worked with VR content producer The Mill, using just one permanent member of its own staff. The project was hosted in a physical location in London and was later shown in the White House.

In November 2016, The Guardian put together a five-person team dedicated to Virtual and Augmented Reality in publishing, including a commercial strategy director to work with advertisers. Also in November, the newspaper released a second VR in publishing project, “Underworld”. Both of these projects were launched on The Guardian VR app.

Adam Foley, the commercial strategy director on the team told Digiday: “We’re in a very strong position to lead the market and build on the success of our first two VR projects.”

To see the complete article, please click here


Financial Times
Industry: Publishing – Media
Use Case: VR Technologies to Access 360 Content

Virtual and Augmented Reality Technologies Enables Enhanced Viewing of Media Content

The FT works with the VR team Visualise. Its first piece of Virtual and Augmented Reality in publishing content was published in collaboration with Google to coincide with the Rio Olympics. The FT supplied Google Cardboard viewers to its readers for the launch of The City Within, which was also hosted on YouTube, where it has been viewed 84,000 times.

Together with a dedicated microsite the video generated 250,000 views in its first week.

The publisher has also begun making 360-degree branded content for Virtual and Augmented Reality, initially focusing on men’s fashion in partnership with Gieves & Hawkes, Armani, Orlebar Brown and Turnbull & Asser.

To see the complete article, please click here


Industry: Publishing – Books
Use Case: AR Functionality to Enhance Reading Books

Virtual and Augmented Reality Technologies Enables Enhanced Viewing of Book Content

Not all people love reading. Yet, full-length books remain popular, surviving in the era of television and digital media. Technology has been the publishers’ helping hand for years. Technology keeps providing them with new ways of telling stories via employing Virtual and Augmented Reality.

This is where Virtual and Augmented Reality app development services help: Augmented Reality for publishers is the next big thing.

Augmented Reality is the exact point where readers become participants. Augmented Reality adds new dimensions to almost every book, so it is read and reread, played and replayed again and again and again. And we all know, that repetition is the mother of learning. Augmented Reality makes it possible to add extra content that engages users to learn more on a topic:

  • animated 3D models
  • video and audio explanations
  • website links with interactive content
  • short notes on important facts

To see the complete article, please click here


Industry: Publishing – Books
Use Case: AR Functionality to Add New Dimensions for Books

Virtual and Augmented Reality Technologies Enables Enhanced Viewing of Book Content

Looking back, books have come a long way from printed, text-only editions through illustrated albums and pop-up books to fully interactive multimodal stories. Now it is smartphone’s turn to partner with books.

Books that combine text, pictures, and digital content is the latest trend and in great demand. Many readers prefer vivid, intriguing illustrations to engage their imagination and boost creativity—a challenge for some when books have only words. Virtual and Augmented Reality book publishers have accepted the challenge.

Here are the key areas that Virtual and Augmented Reality is being used to add new dimensions for book reading:

  • Digital storytelling: Augmented reality greatly helps different kinds of narratives. With an AR app, readers get more context about things they might have incorrectly imagined.
  • Children’s literature: This is the most successful use case of Augmented Reality for publishers to date. Children are curious. They love picture books. They love playing. They LOVE making up stories! A perfect match to become engaged AR book readers.
  • Gamebooks: Users can choose an option and enjoy watching a short video flashback. The app can also show animated characters. The app showcases their skills and progress, plays different storylines, and much more. As result, AR increases playability.
  • Pop-up books: This Augmented Reality-like technology has been around for a long time on almost everyone’s bookshelves. Now, static pictures appear in three dimensions, move, and even interact. The content: rich and engaging.
  • Illustrated atlases: Children (adults too) can enjoy seeing different animals, historic buildings, the human body, and hundreds of other amazing things placed on the dining room table. View them from different angles, watch short videos, or read quick facts.
  • Coloring books: Now children can color a character and interact with it on a device screen. They even make it respond to their touch or they can play a mini game featuring the character they have just colored.
  • Augmented puzzles: Players spend long hours composing a picture from thousands of tiny cardboard pieces. As an extra reward after they finish, they can aim their smartphone camera at the finished puzzle and enjoy a 360-degree picture of their achievement.

To see the complete articles for this Use Case, please click here and here


For additional information about ISM’s VR/AR Strategy services, schedule a chat here, call (301) 656-8448, or e-mail us at

For more ways to discover how VR and AR can beneficially impact your organization, please go to the ISM VR/XR/AR Definitive Resource Center for Business & Enterprise