AR Wartime Apps

ICRC's 'Enter the room' Shows War Through the Eyes of a Child

International Committee of the Red Cross (ICRC) created 'Enter the room' as an augmented reality experience that lets iOS users put themselves in the shoes of a young one who sees their home bedroom transformed into a terrifying environment.

With the Enter the room app, users are able to virtually transport themselves into a different setting and see how the realities of war change everything from the sights to the sounds of what should be a safe, inspiring place for a child to grow. The AR storytelling experience is a powerful one that makes the most of Apple's ARKit technology.

As President of the ICRC Peter Maurer describe: Enter the room "is a vivid reminder of how urban warfare destroys children’s bedrooms, their homes, and—tragically—their lives."

Augmented Reality Storytelling
The trend of using augmented reality to create powerful storytelling experiences presents opportunities for disruptive innovation in the entertainment industry.
War Simulations
The trend of using gaming and simulation technology to create realistic war experiences presents opportunities for disruptive innovation in the military training industry.
Empathy Building Experiences
The trend of using technology to create empathy building experiences presents opportunities for disruptive innovation in the social impact industry.

Who This Affects Most

Entertainment
The AR storytelling trend presents opportunities for the entertainment industry to create immersive and emotionally impactful experiences for viewers.
Military Training
The war simulation trend presents opportunities for the military training industry to create more realistic and effective training programs for soldiers.
Social Impact
The empathy building trend presents opportunities for the social impact industry to create awareness and understanding around important issues, such as the impact of war on children.
SCORE
4.6 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 42%
Activity 87%
Freshness 8%