USES FOR VIRTUAL REALITY (VR) AND AUGMENTED REALITY (AR)

USES FOR VIRTUAL REALITY (VR) AND AUGMENTED REALITY (AR)
The first distinction that must be done within the content is first off the in-home, smartphone based content for the consumer. Pokemon Go is an example of a “home” consumer content. The second is the most premium “out of home” content.


For the “out of home” VR content, you have the B2C entertainment content which looks to build big expensive virtual worlds that the consumer would have to go to an arcade type place to consume for a fee. On the other hand there is also the B2B type content which has multiple applications such as medical, educational, hospitality, real estate, etc. Basically where it is needed and there is demand (vertical).

In this sense the industry is going to try and capitalize on any possible application for the AR and VR content, not only entertainment. Although there will also be a lot of monetizing on innovation in the film business.

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