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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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Despite the<br />

advantages that<br />

VR presents to<br />

Hollywood, video<br />

game companies,<br />

and brands,<br />

it also comes<br />

with several<br />

challenges.<br />

Second,<br />

entertainment<br />

companies<br />

and brands<br />

are waiting<br />

to see if the<br />

technology will<br />

be adopted by<br />

the mainstream.<br />

Unless<br />

First, despite<br />

Valve’s work on<br />

preventing motion<br />

sickness,<br />

not all headsets will be equipped with<br />

the same preventative technology.<br />

Because of this, VR, like 3D movies,<br />

may not be a desired format for some<br />

consumers. Unlike 3D, however,<br />

VR allows for a far more immersive<br />

experience, one in which the the content<br />

not only envelops users’ vision but<br />

other senses as well. It is this more<br />

immersive, multi-sensory dimension<br />

that makes VR more attractive than<br />

3D to both consumers and content<br />

creators. However, some consumers<br />

may not want to adopt VR because of<br />

its physiological effects.<br />

entertainment<br />

companies are<br />

already working<br />

on VR content,<br />

the headsets that launch throughout<br />

2015 will lack strong content with<br />

a mainstream appeal. This lack<br />

could delay wide adoption of VR<br />

technology, which might further<br />

dissuade entertainment companies from<br />

investing in the technology. A further<br />

deterrent to wide adoption could be an<br />

overabundance of VR headset options,<br />

which could create a “standards war.”<br />

Consumers - as well as entertainment<br />

companies and brands - might choose<br />

to wait for this war to be over and for a<br />

single or select number of headsets to<br />

remain.<br />

21

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