First published October 2026
VR at product launches: what the research says about memory
The headset comes off. The room comes back: hall noise, a friend two metres away. What the guest does next decides whether the stand did its job.
Launch meetings ask two things: whether to put VR on the stand, and whether anyone will remember it. Yes to the first, with conditions on the build, and no to the second if remembering has to mean a provable lift in a report, because the two questions need different evidence and only one can be settled before the day. VR earns its place on the trial and participation it gives guests, and on the conversation they carry away, so plan the moment the headset comes off.
Spend on the experience
Van Boven and Gilovich surveyed 1,263 Americans in 2003, in the Journal of Personality and Social Psychology, on whether experiences or possessions made them happier. Fifty-seven per cent said experiences, 34 per cent said possessions, and the rest were unsure.
Happier, not remembered: the paper measures wellbeing rather than accurate recall, so it supports a reason to have a stand but says nothing about what guests carry out of the hall. Spend the budget on the experience being good, not on testing whether it stuck.
Ask what a percentage measured
EventTrack 2026, produced with the agency Sparks, surveyed more than 1,000 US corporate marketers and attendees across six surveys in mid-2025, and it reports 59 per cent of consumers feeling more positive about a brand after a live event, 61 per cent more inclined to purchase, 82 per cent telling friends or family, and 59 per cent capturing content. Hold those as sentiment: the answers are self-reported, the respondents chose to answer and the sponsor sells experiential work, so they describe a market that turns up and talks, not a result you can hang on your stand. The 2016 edition found 74 per cent saying branded experiences made them more likely to buy, with no sample size or margin of error in its summary, so it sits in the same bracket and says nothing about cause. That is the half you can put in a deck, provided you ask what any percentage measured.
Put the product where it means something
Krokos, Plaisant and Varshney, in Virtual Reality in 2019, asked 40 participants to memorise information placed around a virtual memory palace, and found median recall of 0.9048 in the headset group against 0.7857 on a desktop screen: about 12 percentage points apart, or roughly 15 per cent relative to the desktop median, with significance at p=0.0017.
That is the strongest case for building around place, and it marks its edge: the task was spatial, about where things were rather than what someone would buy, and forty people is a lab, not a hall, so the step to your plinth is inference. As a design judgement it holds: put the product where it means something, then watch whether people walk to it.
Design for attention coming back
Bailey and colleagues at Stanford ran 33 students in 2012 and found a negative association between a strong sense of presence in VR and later recall of the room around them. That is an association, not a mechanism, and it does not show the room going unnoticed, but it changes how you build: when part of a guest’s attention stays in the headset, the wall and the plinth compete for what is left. So decide what a guest should carry out of the demo and put it in front of them as the headset comes off: the product in their hands, a host with one question, a screen by the exit replaying the session. Each gives returning attention somewhere to go, though nothing in the research ranks them, only that you can plan the moment.
Staff the handover
Short sessions and a visible queue keep the stand moving; on our floor a guest who has watched a few turns arrives knowing the demo, so the briefing gets shorter. One operator per session is the aim, since a guest should not spend a turn watching someone fight a controller, though a busy hall can beat it when a deep queue leaves one host handling three things at once and the handover happens by accident. A second person on the handover and a shorter session protect the moment the stand exists for.
Give them a sentence
Talk belongs in the plan too: Kumar and Gilovich found in 2015 that people talk about experiences more than possessions, and that enjoyment dropped when they experimentally blocked the talking, so a host should ask a question rather than recite features. “What would you change about it?” gives a guest a sentence to carry to the car park, and a clip gives them something for whoever missed it, though whether either improves recall is untested. The brand film on the loop cannot answer back. The host can.
Measure what the launch produces
Do not commission a recall study and call it launch measurement: a recall lift needs a control group or a before-and-after clean enough to separate the event from the month around it. Count what the launch does produce: opt-ins against footfall, dwell time, how long the queue stayed full, questions after the demo, content captured and shared. If memory still matters, ask the opt-ins a month later whether they can name the product unprompted, weigh other explanations such as a campaign running the same month or a price change, compare them with a similar group who did not take a turn. Report the gap as a gap: people who opt in already differ from people who walk past.
What to watch next year
Next year, stand where the host stands and watch the same few seconds: where guests go when the headset comes off, what their hands do, whether they pick up the product or turn to the person they came with. Run the same handover count and set both years side by side, because a number collected twice the same way beats a percentage borrowed from a supplier deck.
Two other pieces cover the practical side: how much room VR needs and what a first session feels like.
Checking dates for a launch? VR Rental SA delivers, runs and collects - tell us where and when.
Sources
- Van Boven & Gilovich (2003), Journal of Personality and Social Psychology 85(6), 1193-1202
- Kumar & Gilovich (2015), Personality and Social Psychology Bulletin
- Gilovich, Kumar & Jampol (2015), Journal of Consumer Psychology 25(1), 152-165
- EventTrack 2026 executive summary (Event Marketer / Sparks)
- EventTrack 2016 executive summary
- Krokos, Plaisant & Varshney (2019), Virtual Reality 23, 1-15
- Bailey et al. (2012), presence and memory in immersive VR
Planning a launch or party? Check your date - or call +27 83 733 5133 and ask Richard what will work in your space.
These guides stay in party mode. When the guest list turns into a company, the guides on corporatevr.co.za take over - same headsets, bigger room.