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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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 />
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