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 />
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