MetaQuest 2
THE ASK: As part of the National Student Advertising Competition with the American Advertising Federation, we were asked to get 18-24-year-old college students to consider Meta Quest 2 in their “go-to college starter pack” when going away to school.
THE INSIGHT: Gen Z college students are limited with who they can socialize with and where they can do it. (especially during the Covid-19 pandemic)
THE IDEA: Have these students forget the limits of reality and start making themselves “What If?”
What if?



The Big Idea
Traditionally, virtual reality headsets have been seen as having one primary function - video games. It’s an understandable conclusion for someone to make considering that it has been pushed mainly as a gaming system for the short life VR has had so far. This is where Meta ran into their biggest issue with MetaQuest 2. How do they reach their target demographic outside of this gaming space?
The challenge was destigmatizing the entire VR space and having the target open their minds up to what other possibilities the VR space could hold outside of just video games. But how do we do that?
We need them to start thinking bigger! Ask them, if they could do anything in the world, what would they do? Literally, anything, forget the limits of reality, and think bigger. Fully embrace their wildest imaginations. You could ski down the Great Pyramid of Giza, Hangglide through a hurricane, Golf on the moon… They just need to start asking themselves… What if?
