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
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