23.04.2016 Views

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

0xtfol

0xtfol

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!