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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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