V I R T U A L E N T E R T A I N M E N T A N D M A R K E T I N G
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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 />
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