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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 />

11

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