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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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 />
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