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I n P a r t n e r s h i p w i t h<br />

U C L A ’ s S c h o o l o f T h e a t e r , F i l m , a n d T e l e v i s i o n<br />

Season 1<br />

V I R T U A L<br />

E N T E R T A I N M E N T<br />

A N D M A R K E T I N G


18LA - UCLA TFT - WHITE PAPER<br />

18LA is part of the<br />

global Havas innovation<br />

network for research<br />

and strategy insights.<br />

In collaboration with<br />

UCLA’s School of Theater,<br />

Film, and Television<br />

(TFT), 18LA has produced<br />

an analysis of the key<br />

topics that will drive<br />

the entertainment<br />

economy in the next 18<br />

months. The Future of<br />

Storytelling research<br />

includes five white<br />

papers that provide<br />

actionable insights into<br />

the evolving state of<br />

the cultural industries<br />

at the intersection of<br />

media, content, data, and<br />

technology. The initiative<br />

integrates priority<br />

business objectives with<br />

cutting-edge scholarship.<br />

O v e r v i e w<br />

This paper looks at the role of emerging<br />

formats Augmented Reality (AR) and<br />

Virtual Reality (VR) in the entertainment<br />

industry, from gaming to film and<br />

television. It provides an overview of the<br />

current state of the technologies and their<br />

use in marketing. While AR and VR are<br />

seen as pioneering and promising formats,<br />

original content development is still in<br />

progress given the limited availability of<br />

consumer distribution outlets. Through a<br />

case study of Microsoft’s HoloLens, the<br />

paper also showcases other uses of AR and<br />

VR beyond marketing.<br />

Key Takeaways<br />

• There are currently three distribution<br />

channels for AR/VR - the roadshow, the<br />

physical space (arcade-like), and in-home<br />

use (smartphones, headsets, gaming<br />

consoles).<br />

• AR/VR is unlikely to replace traditional<br />

film and television - instead, it will form<br />

a new media channel that works in<br />

conjunction with existing ones.<br />

• Innovation in AR/VR will come from<br />

video games rather than film and<br />

television given the gaming industry’s<br />

long-term involvement in the new<br />

technologies.<br />

• Investments in AR/VR, at this stage, are<br />

limited given their rapid evolution - it<br />

remains to be see what format will be<br />

dominant and how consumers react to it.<br />

• AR/VR content cannot be simply adapted<br />

from gaming, film, and television - as a<br />

new format, it requires new storytelling<br />

techniques.<br />

• AR/VR will be part of the trend towards<br />

wearable technologies and smartphones<br />

are unlikely to sustain the formats for a<br />

long time.<br />

2


V I R T U A L E N T E R T A I N M E N T<br />

A N D M A R K E T I N G<br />

Introduction<br />

The Key VR Content Strategies<br />

The Key VR Technology Strategies<br />

Stakeholder Interest in VR<br />

What the Challenges of VR Foretell about Emerging Formats<br />

Case Study: Microsoft HoloLens


Introduction<br />

Virtual reality (VR) and augmented reality<br />

(AR) offer new immersive platforms for<br />

entertainment companies and brands.<br />

While these two technologies will likely<br />

converge in the future, they currently are<br />

distinct, and, as such, they offer distinct<br />

advantages and challenges to content<br />

creators. On the one hand, VR can be<br />

defined as technology that presents a<br />

computer-powered simulation through a<br />

headset (although some VR content is also<br />

available through a browser). While a user’s<br />

experience in the virtual world displayed<br />

through the headset can be multisensory<br />

and fully immersive, the user is not able to<br />

see the physical world. On the other hand,<br />

AR can be understood as technology that<br />

presents a computer-powered simulation<br />

through technology that allows the user to<br />

still see physical world. With AR, the virtual<br />

simulation is overlaid on physical reality.<br />

Content for this format is being developed<br />

by Hollywood studios (through digital<br />

innovation labs), independent filmmakers,<br />

both major and independent video game<br />

companies, and digital studios on behalf of<br />

brands. Meanwhile, both technology and<br />

video game companies are creating the<br />

headsets necessary to display this content.<br />

Because VR has yet to become widely<br />

available on a commercial level, however,<br />

traditional media companies have been<br />

slow to engage with VR. While this may be<br />

due to the current lack of VR distribution<br />

platforms more than any lack of confidence,<br />

the slower pace at which these companies<br />

are entering the VR space suggests that<br />

VR will need to contend or converge<br />

with other emerging formats, particularly<br />

augmented reality (AR) technologies such<br />

as the Microsoft HoloLens. That is, due<br />

to the trend toward increasing levels of<br />

immersion, content providers - including<br />

Hollywood studios, filmmakers, video game<br />

companies, and digital studios - need to be<br />

prepared for content in both VR and AR.<br />

The opportunities for creating original<br />

and branded content in VR are ample, but<br />

the format’s immersive nature requires<br />

significant changes to how this content is<br />

created, presented, and monetized. To be<br />

more specific, VR not only provides a more<br />

expansive field of vision but it also allows<br />

for a multisensory experience that goes<br />

beyond the purely sight and sound focus<br />

of current mainstream media. Content,<br />

then, cannot be simply transported from<br />

existing platforms into VR; instead,<br />

creators need to consider the technology’s<br />

unique features even when VR content is<br />

integrating with established media content.<br />

For film, the dominant approach so far has<br />

been to use VR for marketing purposes<br />

through free, short-form, promotional<br />

content to drive box office numbers and<br />

subsequent release windows. VR for the<br />

film industry, in other words, has been<br />

used in service of a pre-existing revenue<br />

stream. However, original VR short films<br />

are in development at Oculus Story Studio,<br />

which suggests that VR features will arrive<br />

soon. At present, the only VR feature<br />

film is Banshee Yell, a 2013 independent<br />

horror title that has been adapted to play<br />

in the Oculus Rift. Although it is certain<br />

that film studios will eventually develop<br />

longer-form content as well, they will<br />

need to establish business and distribution<br />

models to monetize this content.<br />

4


Aside from film studios, VR innovation<br />

is coming from video game companies,<br />

advertisers, and startups. Video game<br />

companies are exploring both how<br />

to create new forms of gameplay and<br />

how to transport existing genres into<br />

VR. With the launch of VR storefronts<br />

in early 2015, the video game market<br />

in VR will continue to grow in a<br />

manner similar to smartphone App<br />

Stores. While independent video game<br />

developers have been behind most<br />

VR game content (such as Lucky’s<br />

Tale from Playful Corp. and Keep<br />

Talking and Nobody Explodes from<br />

Steel Crate Games), current console<br />

manufacturers - Sony, Microsoft, and<br />

Nintendo - are also moving into the<br />

VR and AR space in different ways.<br />

Sony, in early 2016, will release its<br />

Project Morpheus headset, which<br />

will work with its PlayStation 4<br />

console; Microsoft is developing the<br />

Project HoloLens AR platform; and<br />

Nintendo, through its partnership with<br />

mobile game company DeNA, has<br />

links to a VR investment venture.<br />

Advertisers are using the technology to<br />

deliver short- and long-form content<br />

on behalf of brands while remaining<br />

cognizant that VR not only makes<br />

available new advertising techniques<br />

but also necessitates them. Marketing<br />

agency Relevent, for instance, worked<br />

on both the Game of Thrones: Ascend<br />

the Wall - which toured with “Game<br />

of Thrones: The Exhibition” to help<br />

create awareness for the fourth season<br />

of HBO’s Game of Thrones television<br />

series - and Marriott’s “Virtual Travel” -<br />

which used a “teleporter” to reintroduce<br />

the Marriott brand to younger travelers.<br />

Framestore, meanwhile, debuted at<br />

the 2015 Sundance Film Festival with<br />

Merrell’s “Trailscape” experience, which<br />

Advertising Age noted as the first “walk<br />

around” commercial VR experience.<br />

For all these stakeholders, however,<br />

dedicated VR content will be only<br />

a transitional phase as AR presents<br />

new opportunities for immersive<br />

experiences. AR - which includes<br />

Microsoft’s HoloLens and technology<br />

from startup Magic Leap - is not<br />

expected to be released until after the<br />

early 2016 releases of both Oculus<br />

VR’s Oculus Rift and Sony’s Project<br />

Morpheus VR headsets. Thus, although<br />

VR will arrive on the market first, AR<br />

will represent an alternative in that it<br />

integrates virtual and physical reality.<br />

It is because of this transitional<br />

phase that VR content development<br />

is progressing cautiously. More<br />

specifically, while advertisers are<br />

continuing to deliver innovative VR<br />

content (such as Framestore’s work on<br />

Merrell’s “Trailscape” experience),<br />

Hollywood studios and major video<br />

game companies are moving slower<br />

in the space. The recent debut of<br />

AR platforms with Magic Leap and<br />

Microsoft HoloLens suggest that VR,<br />

in its current state, will ultimately<br />

serve as a stepping-stone toward<br />

new, more advanced technologies.<br />

Furthermore, it is likely that virtual<br />

and augmented reality technologies<br />

will converge. Therefore, the lessons<br />

learned in creating VR content will<br />

allow entertainment companies and<br />

brands to move swiftly into the fastapproaching<br />

AR market, whose<br />

technology will likewise present new<br />

opportunities and challenges.<br />

5


Key Takeaways<br />

• VR is attracting money and projects<br />

because of its immersive nature; however,<br />

AR represents a higher level of immersion<br />

that is integrated with the physical<br />

world. For this reason, entertainment<br />

companies and brands should consider<br />

how they can work in both VR and AR.<br />

• VR poses an obvious application<br />

for entertainment companies whose<br />

content consumers already seek out.<br />

• VR is a platform that is unique from other<br />

media. Thus, VR requires unique content<br />

rather than repurposing of existing media.<br />

Creating this content requires a rethinking<br />

of producing content for the medium.<br />

However, its initial integration is likely<br />

to occur through older forms of media,<br />

such as video games, film and television.<br />

• VR is unlikely to pose an immediate<br />

threat to film and television. Rather<br />

than displacing these platforms,<br />

VR will represent a new pillar of<br />

entertainment. While VR content will<br />

likely adapt existing franchises and<br />

intellectual property, it requires new<br />

economic and distribution models.<br />

• Three distribution models seem likely: as<br />

a roadshow (such as Game of Thrones:<br />

Ascend the Wall); in a dedicated physical<br />

space (similar to an arcade in the lobby<br />

of a movie theater); and in the home<br />

(through dedicated and smartphoneintegrated<br />

headsets). However, as<br />

with film and video games, people will<br />

primarily consume VR content at home.<br />

●• While smartphones may pose the<br />

most immediate and most affordable<br />

VR solution at present, dedicated VR<br />

displays (headsets) are the next step. This<br />

seems especially true considering that<br />

the wearable technology trend suggests<br />

that phones will not be the primary<br />

device for consumers for much longer.<br />

• Video games will drive VR innovation<br />

before Hollywood (e.g., film and television<br />

companies) more markedly adopts VR<br />

for distributing original content. This is<br />

because video game consoles - as Sony’s<br />

Project Morpheus, which works with the<br />

company’s PlayStation 4 - are readily<br />

equipped to integrate VR and AR.<br />

• Before making a larger commitment,<br />

brands and entertainment companies<br />

are waiting to see if VR will prove to be<br />

a utility or a novelty. This hesitation is<br />

driven partly by the technology’s rapid<br />

evolution, as suggested by Magic Leap<br />

and AR technologies such as Microsoft’s<br />

HoloLens. However, with 2016 marking<br />

the release of consumer versions of Oculus<br />

Rift and HoloLens, this hesitation should<br />

not be a hinderance for much longer.<br />

• AR technologies will prove even more<br />

disruptive than VR. Magic Leap, for<br />

example, presents the opportunity for<br />

exhibition to occur anywhere and will<br />

therefore challenge content companies<br />

that desire for their content to be<br />

exhibited in specific contexts such as the<br />

controlled spaces of a television screen,<br />

movie theater, or VR headset display.<br />

6


T h e K e y V R C o n t e n t<br />

S t r a t e g i e s<br />

7


Approaches to<br />

F i l m<br />

creating content<br />

for VR continue<br />

to evolve.<br />

The overall trend for Hollywood<br />

content companies has been the<br />

use of VR for promotional content.<br />

In its current configuration, VR<br />

experiences lead into cinematic and<br />

television experiences, and, by doing<br />

so, create buzz and conversation<br />

in support of film and television<br />

content. At present, producing<br />

original VR content has been in<br />

the hands of independent creators<br />

and Oculus VR’s Oculus Story<br />

Studio. Video game companies,<br />

both major and independent, are<br />

producing original content that relies<br />

on and deviates from established<br />

game mechanics and genres.<br />

Further innovation in VR has been<br />

explored through digital studios<br />

working on behalf of brands. For<br />

all of these stakeholders, however,<br />

AR development should be a<br />

consideration as well because AR<br />

is already an established part of the<br />

media economy, given the wide use<br />

of smartphones and apps that use AR<br />

features.<br />

Whereas<br />

traditional media<br />

companies have<br />

been distributing<br />

original content<br />

through Web<br />

video,<br />

the newness of VR has led these<br />

companies to so far use the platform<br />

as an advertising tool for their film and<br />

television properties rather than as a<br />

means for bringing innovative types of<br />

narrative or experiential content. This<br />

promotional content has come from<br />

digital studios, such as Framestore, and<br />

studio-based accelerator labs, including<br />

DreamWorks Animation’s DreamLab.<br />

Because VR technology has yet to attain<br />

mainstream commercial adoption,<br />

Hollywood promotional content has<br />

been exhibited through roadshows and as<br />

installations at events such as San Diego<br />

Comic Con and South by Southwest.<br />

These promotional experiences have<br />

become media events in their own right,<br />

and, as such, users who experience<br />

the VR content have tended to share<br />

their experiences through visual or text<br />

impressions on social media, which drive<br />

attention to not only the media product<br />

8


eing promoted but also to the technology<br />

being used. This use of VR, however,<br />

is rather limited given that it merely<br />

integrates the technology into an existing<br />

business model (the theatrical feature film<br />

release) and doesn’t offer an indication of<br />

how Hollywood VR content will perform<br />

with a wide audience.<br />

The promotional work from digital<br />

studios, though, has allowed independent<br />

producers to experiment in VR with<br />

Hollywood funding and brands. For these<br />

independent producers, promotional<br />

content represents a means to an end.<br />

That is, independent producers and<br />

Oculus VR’s Oculus Story Studio have<br />

worked to create original VR content.<br />

Facebook, through Oculus Story Studio,<br />

is particularly well-suited to creating<br />

original VR content because it has the<br />

infrastructure to scale this content in its<br />

social network. In fact, if Facebook uses<br />

VR as a core strategy, it has the potential<br />

to broadly establish VR and its content.<br />

Compared to the promotional content<br />

of Hollywood studios, this original<br />

content will be available to consumers<br />

through virtual stores accessed through<br />

VR technology. While the independently<br />

produced Banshee Yell (completed in<br />

2012 but released in 2014) represents<br />

the first feature film developed for<br />

VR through Oculus VR’s Oculus Rift<br />

headset, Oculus Story Studio has been<br />

focused on creating short-form content<br />

due to the current lack of a mainstream<br />

market and due to the steep learning<br />

curve with producing VR content.<br />

Because these independent producers<br />

are getting a headstart on developing<br />

and monetizing original VR content<br />

compared to the free, derivative emphasis<br />

at the studios, it is uncertain when and if<br />

Hollywood studios will be able to succeed<br />

in the VR space, much less the AR space.<br />

However, beyond creating content<br />

for VR devices, the technology serves<br />

a production application as well. For<br />

example, James Cameron has said that<br />

his film Avatar (2009) and its upcoming<br />

sequels use what he calls “virtual<br />

production.” He elaborates that this<br />

process involves live actors working<br />

within “a synthetic reality” and the<br />

director interacting during shooting with<br />

these actors’ characters that are moving<br />

in a virtual environment. Therefore,<br />

before Hollywood studios make the leap<br />

into creating original content for VR,<br />

the technology will provide assistance<br />

in the production of traditional film and<br />

television content.<br />

9


V i d e o G a m e s<br />

Because the Oculus<br />

Rift was originally<br />

pitched as a video<br />

game platform,<br />

media industrial trade and technology<br />

blog articles have worked to assert that<br />

VR has applications beyond video<br />

games. Nonetheless, video games will be<br />

the primary driver of VR technology and<br />

content. This is because video games are<br />

the most natural fit for an existing media<br />

to be delivered through the VR platform<br />

and were therefore the first media to<br />

experiment in the platform.<br />

Development for VR has come first from<br />

Oculus VR, independent developers,<br />

and more recently by established, major<br />

video game companies. Although this<br />

movement into VR game development<br />

will most certainly increase as more<br />

headsets (including Oculus Rift, Sony’s<br />

Project Morpheus, and HTC and<br />

Valve’s Vive) become available, it will<br />

also grow in the meantime because the<br />

virtual store inside Samsung’s Gear VR<br />

opened in March 2015, which allows<br />

developers to sell their VR content for<br />

the first time.<br />

Independent developers, such as<br />

university game labs more interested in<br />

experimentation than commercialization,<br />

are currently the primary producers of<br />

VR game content. By contrast, major<br />

video game publishers – including<br />

Electronic Arts, Activision, and Ubisoft<br />

– appear, like Hollywood studios, to<br />

be taking a wait-and-see approach to<br />

VR. They cite market uncertainty and<br />

the technology’s tendency to give users<br />

motion sickness as reasons for their<br />

delayed entry into VR. Video games in<br />

VR will become a more attractive market<br />

in 2016 with the release of Oculus Rift<br />

and other headsets. Even before then,<br />

developers will enter the market due to<br />

the March 2015 opening of the Gear<br />

VR virtual storefront, which The New<br />

York Times hailed as “the biggest step<br />

yet towards discovering what kinds of<br />

creative works will prove most successful<br />

in this medium.”<br />

This is not to say, though, that major<br />

publishers aren’t already adding VR<br />

support to pre-existing console and PC<br />

games and already experimenting with<br />

the technology. Major publishers are<br />

drawn to VR because it provides these<br />

companies with another platform - that<br />

they can control through proprietary<br />

hardware - on which to release software<br />

that helps to maximize the value of<br />

existing, popular content. For instance,<br />

Sony can integrate its Project Morpheus<br />

VR technology with its PlayStation 4<br />

console to create a new user experience<br />

based around existing franchises.<br />

Furthermore, despite hardware<br />

manufacturer, game developer and<br />

publisher Nintendo having insisted that<br />

creating VR content would cannibalize<br />

its established console business, the<br />

company (which in 1995 released the<br />

failed Virtual Boy portable VR console)<br />

in March 2015 partnered with DeNA to<br />

create mobile games. This is significant<br />

because DeNA’s investment arm is<br />

focused on VR, which suggests that<br />

Nintendo may soon be joining Sony<br />

10


and Valve as one of the only major,<br />

established game companies to work in<br />

VR. For the time being, though, content<br />

from Oculus VR, Sony Computer<br />

Entertainment, Valve, and independent<br />

developers will drive not only the market<br />

for video games but for all entertainment<br />

in VR as well.<br />

B r a n d s<br />

In addition to<br />

video games,<br />

innovation in VR<br />

content has been<br />

coming from digital<br />

studios working<br />

on behalf of<br />

Hollywood studios<br />

and brands.<br />

Currently, this content has been<br />

proprietary to the client. Furthermore,<br />

early VR marketing experiences have<br />

been confined to exhibition at large<br />

events, such as South by Southwest and<br />

the Detroit Auto Show. Like Hollywood<br />

promotional content, then, this branded<br />

content is designed to expose the brand<br />

not only to VR users but also to those<br />

with whom the user shares his or her<br />

experiences on social media in the form<br />

of videos, pictures, or text.<br />

While this content currently may be<br />

proprietary and presented only at select<br />

venues, as VR headsets are introduced<br />

on a wider scale, additional income<br />

could be generated for brands. That<br />

is, branded content could be made<br />

commercially available, with the client<br />

receiving a cut of the revenue, through<br />

virtual stores such as that which recently<br />

launched for Samsung Gear.<br />

While the initial branded content<br />

for VR has been in an exploratory<br />

experiential format created for a single<br />

client, additional methods of integrating<br />

advertising in VR will become possible.<br />

First, pre-roll ads will play in front of<br />

short-form VR video content. It will be<br />

important, however, for these ads to not<br />

be simply lifted from existing Web video<br />

platforms such as YouTube; rather, the<br />

ads must be created with VR in mind.<br />

More specifically, as Weta Digital software<br />

designer Daniel Smith told The New York<br />

Times, “In V.R., there is this amazing<br />

but very unforgiving 360-degree view of<br />

the world.” Ads created for VR will need<br />

to keep this and other features (such as<br />

the ability for users to enter and explore<br />

environments and have multisensory<br />

experiences). 360-degrees views, for<br />

example, will be able to present a more<br />

immersive environment to users and can,<br />

therefore, include more brand exposure.<br />

These ads may follow the exploratory<br />

experiential format currently being made.<br />

Unlike existing Web video pre-roll, though,<br />

users will be more likely to engage with<br />

these virtual ads because they provide<br />

an immersive experience. Second, postproduction<br />

tools will allow for product<br />

placement to be integrated after shooting,<br />

with the ability to update this product<br />

placement for each time an ad appears.<br />

Third, post-video tags will follow a similar<br />

format as those on YouTube, whereby<br />

users are invited to engage with additional<br />

content. Therefore, branded content and<br />

brand integration for VR will both follow<br />

and expand from what is currently being<br />

used for Web video.<br />

11


T h e K e y V R t e c h n o l o g y<br />

S t r a t e g i e s<br />

12


While Samsung Gear VR and<br />

Google Cardboard represent two<br />

smartphone-integrated headsets<br />

currently available to consumers,<br />

the VR market will grow significantly with the introduction of dedicated headsets that<br />

will launch throughout the remainder of 2015 and into 2016.<br />

G o o g l e C a r d b o a r d :<br />

A f f o r d a b l e s m a r t p h o n e<br />

i n t e g r a t i o n<br />

Google Cardboard<br />

represents<br />

one of several<br />

smartphoneintegrated<br />

VR<br />

technologies,<br />

with the others<br />

including Samsung<br />

Gear VR, Avegant’s<br />

Glyph, Carl Zeiss,<br />

and Dodocase.<br />

Where Cardboard<br />

differs from the<br />

others is that<br />

it not only is<br />

Therefore, it is a VR device that<br />

consumers with an Android phone can<br />

currently purchase for an affordable<br />

price. However, the main drawback<br />

to Cardboard is that it presents a<br />

version of VR whose display lacks<br />

as high a level of resolution or as<br />

wide a field of vision as dedicated<br />

headsets. Ultimately, Cardboard will<br />

be a transitional device that introduces<br />

consumers to VR technology; in fact,<br />

Google has even invested in more<br />

advanced, but currently unreleased,<br />

hardware from startups Jaunt and<br />

Magic Leap.<br />

available now<br />

but that it costs<br />

around $20.<br />

13


Samsung Gear VR: S m a r t p h o n e<br />

i n t e g r a t i o n w i t h O c u l u s V R<br />

t e c h n o l o g y<br />

Like Google<br />

Cardboard,<br />

Samsung Gear<br />

VR uses a<br />

smartphone,<br />

but it differs in that the phone is<br />

connected to a headset developed by<br />

Oculus VR. Thus, Gear represents<br />

an early VR device whose $200 retail<br />

cost is significantly higher than Google<br />

Cardboard but whose design is more<br />

similar to subsequent, dedicated headsets<br />

such as Oculus VR’s own Oculus Rift.<br />

The benefit for Oculus VR in providing<br />

Samsung with a form of their technology,<br />

then, is that the Gear introduces VR to<br />

developers and consumers before the<br />

release of the Rift. Furthermore, Gear VR<br />

content must be released through Oculus<br />

Home, which is the proprietary storefront<br />

controlled by Oculus VR itself. A more<br />

advanced version of Samsung Gear VR<br />

is reportedly going on sale in late 2015,<br />

but it remains to be seen what impact the<br />

Rift’s own late 2015 release will have on<br />

Gear’s market viability.<br />

Oculus Rift: Dedicated VR headset<br />

with Facebook funding<br />

Oculus VR’s Oculus<br />

Rift was one of<br />

the first publicly<br />

announced modern<br />

VR devices.<br />

In August 2012, the first developer kit was<br />

made available to backers on Kickstarter in<br />

an attempt to drive content development<br />

for the Rift. After the “Crystal Cove”<br />

prototype debuted in January 2014,<br />

Facebook acquired Oculus VR for<br />

approximately $2 billion. This updated<br />

prototype included refinements such as a<br />

motion-tracking external camera, which<br />

provides a form of data measurement<br />

that likely only increased Facebook’s<br />

interest in the Rift’s economic potential.<br />

The most recently introduced version<br />

of the headset is “Crescent Bay,” and it<br />

is believed that the consumer version of<br />

Rift will become available in late 2015<br />

for between $200 and $400. Because of<br />

the Rift’s comparatively longer history in<br />

the contemporary VR space and because<br />

of Facebook’s high-profile acquisition of<br />

Oculus VR, the market performance of<br />

the Rift will determine how Hollywood<br />

studios, video game publishers, and<br />

advertisers approach VR. Facebook, then,<br />

has the potential to establish VR for the<br />

mainstream.<br />

14


S o n y P r o j e c t M o r p h e u s :<br />

D e d i c a t e d V R h e a d s e t w i t h<br />

P l a y S t a t i o n 4 i n t e g r a t i o n<br />

While other<br />

major video game<br />

publishers are<br />

taking a cautious<br />

approach to VR,<br />

Sony will use<br />

Project Morpheus<br />

to expand the<br />

user base of<br />

its PlayStation<br />

hardware, which<br />

includes the<br />

PlayStation<br />

3 and 4 home<br />

consoles and the<br />

PlayStation Vita<br />

handheld system.<br />

Whereas Oculus<br />

Rift requires a<br />

powerful and<br />

expensive PC,<br />

Morpheus works<br />

with a standard<br />

PlayStation 4.<br />

Morpheus is said to debut in early 2016.<br />

Implicitly, when introducing the product,<br />

Sony will take a similar marketing position<br />

with Project Morpheus as it did when<br />

the PlayStation 4 launched in late 2013.<br />

That is, it will focus on gaming capabilities<br />

rather than the other entertainment<br />

available through PlayStation 4, such<br />

as streaming video. However, Sony<br />

has recently introduced the PlayStation<br />

Vue SVOD television service, and, with<br />

Powers, it debuted its first scripted original<br />

program for the PlayStation’s proprietary<br />

online PlayStation Network. Therefore,<br />

Sony may also bring non-gaming content<br />

to Project Morpheus, and it is likely that<br />

the company is initially emphasizing<br />

the device’s gaming applications to<br />

differentiate it from competing hardware.<br />

In February 2015, Forbes speculated that<br />

Sony, with Morpheus, could have the<br />

upper hand in VR. First, Sony has been<br />

experimenting in VR technology for a<br />

longer period of time (as far back as the<br />

PlayStation Eye motion-tracker in the<br />

mid-2000s); second, Project Morpheus<br />

is said to be more immersive than Oculus<br />

Rift; third, Sony already has a loyal base of<br />

PlayStation consumers; fourth, Sony can<br />

leverage its intellectual property in video<br />

games - including God of War, Gran<br />

Turismo, and Uncharted - to drive mass<br />

adoption of the Morpheus.<br />

15


Valve and HTC Vive: Dedicated<br />

VR headset that solves physical<br />

and physiological issues<br />

Valve and HTC’s<br />

Vive headset is<br />

the most recently<br />

announced VR<br />

device. With<br />

hardware<br />

developed by<br />

HTC, the Vive’s<br />

software relies<br />

on Steam, Valve’s<br />

hugely popular<br />

(over 100 million<br />

active accounts<br />

as of September<br />

2014) video game<br />

distribution<br />

service. The<br />

integration<br />

of Steam will<br />

allow Vive,<br />

which is expected<br />

to become<br />

commercially<br />

available in late<br />

2015,<br />

to have a plethora of content available<br />

through a distribution platform with<br />

which many consumers are already<br />

familiar. In terms of hardware, Vive’s<br />

“Chaperone” feature allows users to<br />

walk around without bumping into<br />

other objects by using a system of laser<br />

beacons positioned throughout a room.<br />

Another advantage of Vive compared to<br />

other VR hardware is that it, according<br />

to Valve, helps to solve VR’s negative<br />

physiological effects, which have<br />

caused eye strain and motion sickness<br />

in users. These negative effects have<br />

been commonly reported with longer<br />

VR experiences; therefore, if Vive<br />

solves these issues, it will allow for longform<br />

VR content to be comfortably<br />

experienced. Therefore, the market<br />

performance of Vive will further<br />

determine how Hollywood studios,<br />

video game publishers, and brands<br />

approach VR.<br />

16


S t a k e h o l d e r<br />

I n t e r e s t i n V R<br />

17


F i l m s t u d i o s<br />

Studios have<br />

launched<br />

accelerator<br />

programs to<br />

fund startups;<br />

although these<br />

programs have<br />

been more<br />

focused on<br />

mobile and social<br />

applications than<br />

VR at this point,<br />

it is likely that VR will become a<br />

stronger focus as the technology<br />

approaches commercial availability.<br />

While studio-funded startups have<br />

failed to generate a return-oninvestment,<br />

their intangible value is in<br />

bringing innovation and fresh thinking<br />

to studios’ established, typically riskaverse<br />

units. Together with Web<br />

video and mobile apps, virtual reality<br />

represents a platform through wich<br />

studios will deliver content. Although<br />

this content has until now been<br />

limited to promotion, studios will<br />

likely use these accelerator programs<br />

to experiment in the VR space with<br />

original content. In terms of promotion,<br />

VR offers studios a way of selling films<br />

as not just films but as experiences, as<br />

they invite users to live within the world<br />

of the film. This promotional content<br />

may even be made commercially<br />

available to consumers. Original content<br />

will arrive once the market for VR has<br />

been proven viable, as studios have<br />

been burned by the promise of previous<br />

hyped technologies such as CD-ROMs<br />

and 3D televisions.<br />

V i d e o g a m e<br />

c o m p a n i e s<br />

Video games<br />

appear to<br />

be the most<br />

appropriate and<br />

most immediately<br />

adaptable content<br />

for VR.<br />

Companies are experimenting with<br />

bringing established game genres to VR,<br />

such as first-person shooters through<br />

Valve’s Half-Life 3 and platforming<br />

through independent developer Playful<br />

Corp’s Lucky’s Tale. Additionally,<br />

VR’s immersive quality allows for<br />

games that would be impossible to<br />

deliver without the technology. This<br />

is not to say, though, that VR will not<br />

be integrated with existing video game<br />

platforms, as Sony’s Project Morpheus<br />

and its connectivity to the PlayStation 4<br />

demonstrate. Therefore, VR could help<br />

drive sales of traditional game hardware<br />

and software. Finally, as physical game<br />

sales continue to decline amidst the rise<br />

of digital distribution, VR represents<br />

another venue for which games will be<br />

sold digitally.<br />

18


S o c i a l m e d i a<br />

B r a n d s<br />

Facebook’s $2<br />

billion purchase<br />

of Oculus VR<br />

suggests the<br />

potential for<br />

social media in VR.<br />

At the time of the acquisition, Facebook<br />

CEO Mark Zuckerberg stated that the<br />

company expected to profit from the<br />

deal through advertising, software,<br />

and services. Facebook’s reputation<br />

for working with advertisers, however,<br />

inspired criticism about the prevalence<br />

of ads that might litter VR. While it<br />

is highly probable that advertising<br />

will be integrated within Oculus’s VR<br />

content, the best advertising in VR will<br />

be content that users actively desire to<br />

experience. For instance, a brand can<br />

target its Facebook “fans” and drive<br />

these fans to actively want to experience<br />

(and re-experience) the brand’s VR<br />

content. Facebook’s infrastructure can<br />

further drive global adoption of VR if<br />

an ecosystem for content is developed.<br />

Lastly, motion-tracking software in VR<br />

will provide Facebook with another data<br />

measurement tool of user behavior.<br />

For brands,<br />

VR encourages<br />

visceral consumer<br />

experiences that<br />

will be actively<br />

sought out by<br />

consumers rather<br />

than interrupting<br />

them.<br />

That is, VR will help make advertising<br />

attractive to consumers through<br />

advertising that works like content.<br />

For example, a consumer might<br />

seek out a brand’s VR content if it<br />

offers a new experience. While all<br />

VR content will be a new experience<br />

to consumers when VR technology<br />

first becomes commercially available,<br />

the challenge will be in keeping this<br />

content innovative in the long-term.<br />

It seems likely, though, that branded<br />

content will also be made commercially<br />

available, which will generate further<br />

revenue. Finally, VR headsets’ motiontracking<br />

capabilities will define how<br />

users act in VR environments. Based<br />

on this, content can be more efficiently<br />

designed to maximize ad exposure and<br />

engagement.<br />

19


W h a t t h e C h a l l e n g e s<br />

o f V R F o r e t e l l<br />

a b o u t E m e r g i n g F o r m a t s<br />

20


Despite the<br />

advantages that<br />

VR presents to<br />

Hollywood, video<br />

game companies,<br />

and brands,<br />

it also comes<br />

with several<br />

challenges.<br />

Second,<br />

entertainment<br />

companies<br />

and brands<br />

are waiting<br />

to see if the<br />

technology will<br />

be adopted by<br />

the mainstream.<br />

Unless<br />

First, despite<br />

Valve’s work on<br />

preventing motion<br />

sickness,<br />

not all headsets will be equipped with<br />

the same preventative technology.<br />

Because of this, VR, like 3D movies,<br />

may not be a desired format for some<br />

consumers. Unlike 3D, however,<br />

VR allows for a far more immersive<br />

experience, one in which the the content<br />

not only envelops users’ vision but<br />

other senses as well. It is this more<br />

immersive, multi-sensory dimension<br />

that makes VR more attractive than<br />

3D to both consumers and content<br />

creators. However, some consumers<br />

may not want to adopt VR because of<br />

its physiological effects.<br />

entertainment<br />

companies are<br />

already working<br />

on VR content,<br />

the headsets that launch throughout<br />

2015 will lack strong content with<br />

a mainstream appeal. This lack<br />

could delay wide adoption of VR<br />

technology, which might further<br />

dissuade entertainment companies from<br />

investing in the technology. A further<br />

deterrent to wide adoption could be an<br />

overabundance of VR headset options,<br />

which could create a “standards war.”<br />

Consumers - as well as entertainment<br />

companies and brands - might choose<br />

to wait for this war to be over and for a<br />

single or select number of headsets to<br />

remain.<br />

21


Third, there is<br />

speculation that<br />

AR will ultimately<br />

replace VR.<br />

This speculation about AR has caused<br />

companies to not only take a cautious<br />

approach to producing VR content but,<br />

for some, to also skip VR altogether<br />

in order to work on AR technology.<br />

Google, for instance, has created the<br />

budget-priced Cardboard that allows for<br />

VR viewing with existing smartphones.<br />

However, the tech giant’s investments<br />

in AR startups Jaunt and Magic Leap<br />

suggest that it is also looking ahead<br />

to AR rather than focusing solely on<br />

VR. At present, AR represents a more<br />

advanced technology than VR, although<br />

current, less advanced AR technology<br />

than either Microsoft HoloLens or<br />

Magic Leap is easy to integrate into<br />

existing smartphones.<br />

Microsoft has even bypassed VR<br />

development to work on the HoloLens.<br />

This holographic technology represents<br />

a powerful form of AR, whose Windows<br />

Holographic software will work with<br />

any Windows 10 device. Therefore, like<br />

Sony’s Project Morpheus and Google<br />

Cardboard, the HoloLens headset will<br />

work with devices that people already<br />

own. Unlike these other headsets,<br />

Microsoft has been touting that<br />

HoloLens’s application extends beyond<br />

just entertainment.<br />

The HoloLens will reportedly be<br />

commercially released in late 2015.<br />

However, it is possible that, because<br />

AR systems require significantly<br />

more processing power than VR,<br />

other AR headsets will have a longer<br />

road to release. Its early entry into<br />

the marketplace and its recognizable<br />

brand name could allow Microsoft to<br />

have a monopoly on AR hardware and<br />

software.<br />

Still, with so much work being done<br />

in VR in advance of AR’s release,<br />

it is possible that AR will not so<br />

much replace VR as converge with<br />

it. That is, currently in-development<br />

VR technologies could integrate AR<br />

capabilities and vice-versa. Therefore,<br />

it is unlikely that VR will be a passing<br />

fad, and it is wise for entertainment<br />

companies and brands to work with VR<br />

technology. Those that work with the<br />

technology in its early stages will have<br />

the power to shape the direction the<br />

technology and its market take.<br />

22


C a s e S t u d y :<br />

M i c r o s o f t H o l o L e n s<br />

23


Microsoft<br />

HoloLens<br />

represents an<br />

example of AR<br />

technology that<br />

eclipses what is<br />

being said and<br />

done in the VR<br />

space. In fact,<br />

The New York<br />

Times has quoted<br />

Microsoft’s<br />

Todd Holmdahl<br />

as saying<br />

that HoloLens<br />

represents “a new<br />

product category.”<br />

Furthermore, Forbes has called<br />

HoloLens “the most ambitious (AR)<br />

project to date.” This technology, then,<br />

illustrates that content creators need to<br />

consider not only VR but AR as well.<br />

For Microsoft, the HoloLens functions<br />

not only as a platform to maximize the<br />

value of its video games but also as a<br />

way of helping to repair its reputation<br />

among consumers and software<br />

developers. However, the company is<br />

taking a different strategy to HoloLens<br />

than it has with its Xbox video game<br />

platform, in that, unlike Xbox, the<br />

HoloLens will be fully integrated across<br />

Microsoft. In particular, it will be used<br />

with Skype, Windows, and Microsoft’s<br />

video game development teams.<br />

Although Microsoft has been clear<br />

that HoloLens will feature content<br />

and applications beyond video games<br />

(such as those relating to entertainment,<br />

business, and education), the company<br />

will use video games as a mass market<br />

product that drives consumers to the<br />

technology. The announcement of<br />

HoloLens followed the September 2014<br />

news of Microsoft paying $2.5 billion<br />

for the hit video game Minecraft and its<br />

studio Mojang. Microsoft CEO Satya<br />

Nadella has even told The New York<br />

Times that HoloLens influenced the<br />

decision behind this purchase. Tech<br />

blog The Verge, meanwhile, has argued<br />

that Minecraft will bring consumers<br />

to HoloLens: “Minecraft has a huge<br />

audience, and it’s comparably easy to<br />

develop, but here’s its big potential:<br />

Minecraft could help new users of<br />

virtual and augmented reality headsets<br />

feel comfortable in three-dimensional<br />

space. And that’s essential.”<br />

While video games might influence<br />

consumer adoption of the HoloLens,<br />

skeptics question Microsoft’s ability<br />

to succeed with the HoloLens. First,<br />

The New York Times has noted that<br />

Microsoft has had a history of releasing<br />

technology that, while innovative, fails<br />

to find commercial success, such as<br />

pre-iPhone smartphone software and<br />

an early type of smartwatch. Second,<br />

The New York Times also has quoted<br />

an unidentified Microsoft executive<br />

as saying that the HoloLens will cost<br />

“significantly more” than a video game<br />

24


console, which tend to be in the range<br />

of $300-$500. Third, a writer at CNET<br />

has said regarding the HoloLens, “I<br />

remain cautiously optimistic. The<br />

limited field of view is going to be a<br />

deal-breaker for many, but this device<br />

remains something you’ll need to<br />

see to believe.” Finally, a writer at<br />

PC World is skeptical that HoloLens<br />

will achieve mass market adoption,<br />

at least immediately: “Right now, I<br />

see HoloLens as a tool - one that’s<br />

indispensible for some applications,<br />

but not quite the Holy Grail that<br />

Microsoft’s HoloLens team wishes it<br />

could be.”<br />

In terms of the technology, the<br />

HoloLens are smart glasses that run<br />

on Windows Holographic software<br />

powered by a Windows 10 device.<br />

This makes the HoloLens particularly<br />

attractive to content creators because<br />

it, like Sony’s Project Morpheus and<br />

Google Cardboard, will work with<br />

devices that people already own. What<br />

is also attractive about the technology<br />

is that, unlike these other devices, it<br />

presents a virtual world that is overlaid<br />

on top of the physical space in which<br />

the user is situated. The user is able to<br />

interact with this virtual overlay through<br />

sight, voice, and gesturing. This level<br />

of interaction goes far beyond what is<br />

possible in VR.<br />

innovation in filmic content. However,<br />

Microsoft has even been touting<br />

that HoloLens is for more than just<br />

entertainment. For instance, the<br />

promotional video distributed at<br />

the announcement of the HoloLens<br />

presents the technology as an<br />

educational and business tool, with one<br />

application being that users can create<br />

their own holograms that can be created<br />

in the physical world with a 3D printer.<br />

Furthermore, it’s possible to imagine<br />

that Microsoft could use Minecraft -<br />

as a communication and educational<br />

tool - to introduce consumers to the<br />

broader applicability of HoloLens, such<br />

as architecture and design. Hollywood<br />

studios, video game companies, and<br />

brands will be wise to begin considering<br />

how they can develop content that<br />

works in both VR and AR, as these<br />

formats will eventually converge.<br />

Because of this, content for HoloLens<br />

(and AR more generally) will need<br />

to be unique from that developed for<br />

VR. As in VR, video games will drive<br />

25


F o r a n y f u r t h e r i n f o r m a t i o n c o n t a c t u s :<br />

18.hubs@havasmg.com

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