23.04.2016 Views

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

0xtfol

0xtfol

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Key Takeaways<br />

• VR is attracting money and projects<br />

because of its immersive nature; however,<br />

AR represents a higher level of immersion<br />

that is integrated with the physical<br />

world. For this reason, entertainment<br />

companies and brands should consider<br />

how they can work in both VR and AR.<br />

• VR poses an obvious application<br />

for entertainment companies whose<br />

content consumers already seek out.<br />

• VR is a platform that is unique from other<br />

media. Thus, VR requires unique content<br />

rather than repurposing of existing media.<br />

Creating this content requires a rethinking<br />

of producing content for the medium.<br />

However, its initial integration is likely<br />

to occur through older forms of media,<br />

such as video games, film and television.<br />

• VR is unlikely to pose an immediate<br />

threat to film and television. Rather<br />

than displacing these platforms,<br />

VR will represent a new pillar of<br />

entertainment. While VR content will<br />

likely adapt existing franchises and<br />

intellectual property, it requires new<br />

economic and distribution models.<br />

• Three distribution models seem likely: as<br />

a roadshow (such as Game of Thrones:<br />

Ascend the Wall); in a dedicated physical<br />

space (similar to an arcade in the lobby<br />

of a movie theater); and in the home<br />

(through dedicated and smartphoneintegrated<br />

headsets). However, as<br />

with film and video games, people will<br />

primarily consume VR content at home.<br />

●• While smartphones may pose the<br />

most immediate and most affordable<br />

VR solution at present, dedicated VR<br />

displays (headsets) are the next step. This<br />

seems especially true considering that<br />

the wearable technology trend suggests<br />

that phones will not be the primary<br />

device for consumers for much longer.<br />

• Video games will drive VR innovation<br />

before Hollywood (e.g., film and television<br />

companies) more markedly adopts VR<br />

for distributing original content. This is<br />

because video game consoles - as Sony’s<br />

Project Morpheus, which works with the<br />

company’s PlayStation 4 - are readily<br />

equipped to integrate VR and AR.<br />

• Before making a larger commitment,<br />

brands and entertainment companies<br />

are waiting to see if VR will prove to be<br />

a utility or a novelty. This hesitation is<br />

driven partly by the technology’s rapid<br />

evolution, as suggested by Magic Leap<br />

and AR technologies such as Microsoft’s<br />

HoloLens. However, with 2016 marking<br />

the release of consumer versions of Oculus<br />

Rift and HoloLens, this hesitation should<br />

not be a hinderance for much longer.<br />

• AR technologies will prove even more<br />

disruptive than VR. Magic Leap, for<br />

example, presents the opportunity for<br />

exhibition to occur anywhere and will<br />

therefore challenge content companies<br />

that desire for their content to be<br />

exhibited in specific contexts such as the<br />

controlled spaces of a television screen,<br />

movie theater, or VR headset display.<br />

6

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!