Your company shouldn't be upgrading to trendy technology without a strategic purpose, writes this local expert. Photo via Getty Images

In any industry, the use of innovative technologies is often linked to an innovative company. With immersive technologies — including augmented reality, virtual reality, and interactive — heading into the mainstream thanks to COVID-19, brands are now able to reach their audiences in ways like never before. However, instead of incorporating these new technologies into their overall strategy, brands often fall into the trap of using the technology as their only strategy.

When brands are presented with a new and exciting way to interact with consumers in a world where it is hard to maintain their audiences' attention, it's easy to see why this happens. While these brands might get audiences' attention at the beginning when the technology is still novel, the campaign itself most likely won't make a lasting impression, especially as these technologies come more into the mainstream. Additionally, the new and shiny tactic may not be what best serves a brand's ultimate goal.

Starting with strategy

While the use of immersive technologies is growing, it is important to determine whether it is the right solution for the company.

To start, businesses should evaluate their target demographics and goals before investing in new technologies such as virtual reality, augmented reality or animation. When taking all possible stakeholders into account, it will then be easier to shape the experience for maximum engagement and connection with target audiences. For example, in our work at VISION, we once worked with a client whose CEO had told their marketing team that they wanted Google Glass AR for a tradeshow.

The marketing team said they wanted to create an immersive experience and invite existing customers and potential new customers to a private experience using this innovative new technology. However, they did not have a plan for what the experience would be or why the customers were experiencing it. They just wanted to use word of mouth to talk about how cool it was.

Our team came in and listened to the event goals, gave our recommendations, and the client then realized they needed to determine who the customer was and what they wanted to say to the customer from a sales perspective.

That same client came back with a strategy behind the tradeshow experience and ultimately realized they actually did not want an AR experience, but that they wanted a complete immersive experience. From there, this client instead chose a 3D Interactive experience that they could deliver virtually online directly to their clients, and they didn't even use it for the tradeshow. It turned out to be the most successful sales tool they had ever produced.

What tech can do for strategy

Once brands have a broader idea for their strategy and marketing goals, they also need to understand what new immersive technologies are used to accomplish. Beyond creating "buzz," how does each technology actually drive the customer experience and end action desired?

Interactive media—Interactive media is a method of communication in which a program's outputs depend on the user's inputs, and the user's inputs, in turn, affect the program's outputs. Interactive media allows brands to connect with their audiences and making them active participants in the media they consume. Examples include digital graphics, interactive video or in-person touch screen activations.

There are a lot of different forms of interactive media, but at the heart, the goal of this tactic is to create something personalized to the user and establish a memorable connection.

Consider that people remember very little of what they read. They are likely to remember more if they view it in a video format – but they are most likely to remember something they have had a role in themselves. This makes it a particularly compelling technology if the ultimate goal is around education or awareness of a new topic.

Augmented reality – Augmented reality is the overlaying of digitally-created content on top of the real world. AR allows the user to interact with both the real world and digital elements or augmentations. AR can be offered to users via headsets like Microsoft's HoloLens, or through the video camera of a smartphone.

In both practical and experimental implementations, augmented reality can also replace or diminish the user's perception of reality. This altered perception could include simulation of an ocular condition for medical training purposes, or gradual obstruction of reality to introduce a game world. It is worth noting that there is a point when augmented reality and virtual reality likely merge, or overlap. See also, mixed reality.

Particularly in a post-COVID world, AR's applications can meet goals such as facilitating a try-on experience that can lead to direct sales or telling a brand story without the need for an in-person activation or event. We're also seeing AR being used to replace the exhibitor experiences at would-be in-person events, where AR allows the demonstration to come to the user. Now with social distancing mandates restricting in-person presentations, AR is proving even more valuable than ever before as more people begin to see the practical values beyond entertainment.

Virtual reality A high level of VR immersion is achieved by engaging your two most prominent senses, vision and hearing, by using a VR headset and headphones. The VR headset wraps the virtual world or experience nearly to the edge of your natural vision field of view. When you look around, you experience the environment the same as you do when you look around in real life. Headphones amplify the experience by blocking the noise around you, while allowing you to hear the sounds within the VR experience. When you move your head, the sounds within the VR environment move around you like they would in real life. The user becomes immersed within the virtual environment and whilst there, is able to manipulate objects or perform a series of actions.

Virtual Reality has some great applications for training, particularly in healthcare fields or for active shooter preparation. In marketing, companies are implementing VR to enable the consumer to interact with products without having it in their hands — this is particularly applicable for selling luxury properties or furniture that consumers like to touch and feel prior to purchase.

The caveat with virtual reality is consumers cannot typically access this reality without VR goggles, and it is not conducive for a shareable experience that the audience can relive. So, particularly with this tactic, it's crucial to make sure that the "wow-factor" isn't the only goal.

As with anything, knowing what you want to achieve paves the way to get there. Each campaign should start off with establishing the goals. Once companies know what success looks like, they can then utilize creative and effective audience engagement strategies to reach these goals with presentation technology that helps get there.

Every single project is unique and custom. It's impossible to say that one tactic is right for a specific goal. There are ways to think about technology when it comes to those tactics. While a product launch may be great for AR, a real environment visualization is great for VR, or that a multi-user experience is a great way to utilize a permanent interactive display. But the truth is that if you have great strategy and you engage with a great content provider, who truly knows how to develop any type of content, they will be able to guide you in the execution of that tactic and the right technology to support your needs.

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Dan Pratt is the creative director at Houston-based Vision Production Group.

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5+ must-know application deadlines for Houston innovators

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Editor's note: As 2026 ramps up, the Houston innovation scene is looking for the latest groups of innovative startups that'll make an impact. A number of accelerators and competitions have opened applications. Read below to see which might be a good fit for you or your venture. And take careful note of the deadlines. Please note: this article may be updated to include additional information and programs.

Did we miss an accelerator or competition accepting applications? Email innoeditor@innovationmap.com for editorial consideration.

2026 HCC Business Plan Competition

Deadline: Jan. 26

Details: HCC’s annual Business Plan Competition (BPC) is an opportunity for proposed, startup and existing entrepreneurs to develop focused plans to start or grow their businesses. Accepted teams will be announced and training will begin in late February and run through early June, with six free, three-hour training sessions. Advising will be provided to each accepted team. Applicants can apply as a team of up to five persons. Finalists will present to to gudges on May 27, 2026. Last year, $26,000 was awarded in seed money to the top five teams. In-kind prizes were also awarded to all graduating teams including free products, services and memberships, with an estimated in-kind value totaling $147,000. Find more information here.

University of Houston Technology Bridge Innov8 Hub (Spring 2026)

Deadline: Jan . 30

Details: UHTB Innov8 Hub’s immersive, 12-week startup acceleration program designed to help early-stage founders launch and scale their technology startups. Selected participants will gain access to expert mentors and advisors, collaborate with a cohort of peers, and compete for cash prizes during our final pitch event. The cohort begins Feb. 16, 2026. The program culminates in Pitch Day, where participants present their ventures to an audience of investors and partners from across the UH innovation ecosystem. Find more information here.

Rice Business Plan Competition 2026

Deadline: Jan. 31

Details: The Rice Business Plan Competition, hosted by the Rice Alliance for Technology and Entrepreneurship, gives collegiate entrepreneurs real-world experience to pitch their startups, enhance their business strategy and learn what it takes to launch a successful company. Forty-two teams will compete for more than $1 million in cash, investments and prizes on April 9-11, 2026. Find more information here.

Rice Veterans Business Battle 2026

Deadline: Jan. 31

Details: The Rice Veterans Business Battle is one of the nation’s largest pitch competitions for veteran-led startups, providing founders with mentorship, exposure to investors and the opportunity to compete for non-dilutive cash prizes. The event has led to more than $10 million of investments since it began in 2015. Teams will compete April 8-9, 2026. Find more information here.

TEX-E Fellows Application 2026-2027

Deadline: Feb. 10

Details: The TEX‑E Fellowship is a hands-on program designed for students interested in energy, climate, and entrepreneurship across Texas. It connects participants with industry mentors, startup founders, investors and academic leaders while providing practical, "real-world" experience in customer discovery, business modeling, and energy-transition innovation. Fellows gain access to workshops, real-world projects, and a statewide network shaping the future of energy and climate solutions. Participants must be a student at PVAMU, UH, UT Austin, Rice University, MIT or Texas A&M. Find more information here.

Greentown Go Make 2026

Deadline: March 10

Details: Greentown Go Make 2026 is an open-innovation program with Shell and Technip Energies. The six-month program is advancing industrial decarbonization by accelerating catalytic innovations. Selected startups will gain access to a structured platform to engage leadership from Shell and Technip Energies and explore potential partnership outcomes, including pilots and demonstrations. They’ll also receive networking opportunities, partnership-focused programming, and marketing visibility throughout the program. The cohort will be selected in May. Find more information here.

Houston startups closed $1.75 billion in 2025 VC funding, says report

by the numbers

Going against national trends, Houston-area startups raised 7 percent less venture capital last year than they did in 2024, according to the new PitchBook-NVCA Venture Monitor report.

The report shows local startups collected $1.75 billion in venture capital in 2025, down from $1.89 billion the previous year.

Houston-based geothermal energy company Fervo Energy received a big chunk of the region’s VC funding last year. Altogether, the startup snagged $562 million in investments, as well as a $60 million extension of an existing loan and $45.6 million in debt financing. The bulk of the 2025 haul was a $462 million Series E round.

In the fourth quarter of last year, Houston-area VC funding totaled $627.68 million. That was a 22 percent drop from $765.03 million during the same period in 2024. Still, the Q4 total was the biggest quarterly total in 2025.

Across the country, startups picked up $339.4 trillion in VC funding last year, a 59 percent increase from $213.2 trillion in 2024, according to the report. Over the last 10 years, only the VC total in 2021 ($358.2 trillion) surpassed the total from 2025.

Nationwide, startups in the artificial intelligence and machine learning sector accounted for the biggest share of VC funding (65.4 percent) in 2025, followed by software-as-a-service (SaaS), big data, manufacturing, life sciences and healthtech, according to the report.

“Despite an overall lack of new fundraising and a liquidity market that did not shape up as hoped in 2025, deal activity has begun a phase of regrowth, with deal count estimates showing increases at each stage, and deal value, though concentrated in a small number of deals, falling just [8 percent] short of the 2021 figure,” the report reads.

Sandbox VR brings new gaming center to Houston's tech-savvy population

Get In The Game

Sandbox VR, a futuristic, full-body virtual reality gaming experience, has announced it will enter the Houston market this month, opening its first local gaming center on January 23.

"Houston's reputation as a hub for innovation and technology makes it a perfect fit for Sandbox VR," said Steve Zhao, CEO and founder of Sandbox VR, in a statement. "The city's diverse, tech-savvy population and strong entertainment culture create an ideal environment for our immersive VR experiences. LOL Entertainment continues to exceed our expectations as a partner, and we're excited to bring our cutting-edge virtual reality gaming to Texas's largest city."

The new gaming center opens Friday, January 23 at 797 Sorella Court in CityCentre.

One of the games that stands out is the Stranger Things: Catalyst game, based on the blockbuster Netflix television series. Groups of one to six players will be dropped into the sinister Hawkins Lab and the mysterious Upside Down to fight Demogorgons and other monsters. The game features Matthew Modine reprising his role as Dr. Martin "Papa" Brenner, who imbues players with psychic powers.

Other games include the supernatural pirate title The Curse of Davy Jones and other Netflix tie-ins based on Zack Snyder's Rebel Moon and Squid Game. Sandbox VR offers fully-immersive group play activities that range from combat to puzzle solving for a variety of age groups.

The opening of Sandbox VR is another part of the expansion of LOL Entertainment, who touts itself as one of the pre-eminent hosts of immersive and gaming experiences in the U.S. Sandbox VR will be their first entry into the Houston market, with another immersive group adventure game, Time Mission, set to open at the the Marq'E Entertainment District later this year.

“Bringing Sandbox VR to CityCentre Houston is a big milestone for LOL Entertainment, for Sandbox VR, and for this market,” said Rob Cooper, CEO of LOL Entertainment. “Houston is a fast-growing, experience-driven city, and we’re excited to give locals and visitors a truly immersive, social gaming destination that you can’t replicate anywhere.”

Presale tickets for the grand opening of Sandbox VR are available here. Standard pricing is $55-$65 per event, but Sandbox VR is running a special for 30 percent off with code OPEN30 for those who purchase before Thursday, January 22. Presale buyers are also entered into a drawing for free Sandbox VR for one year.

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This article originally appeared on CultureMap.com.