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Creating an XR Ecosystem for Kids
Jeremy Kenisky
VP, Creative
@prof_kenisky
Agenda
XR Ecosystem for Kids
@prof_kenisky / @mergevr
● Bio / Background
● MERGE Ecosystem
○ EDU
● Consumer Insights
● Final Thoughts
Intro
Get to the chopper!!
@prof_kenisky / @mergevr
Current:
VP, Creative @ Merge VR
Emerging Technologies Chair @ SIGGRAPH
Faculty, Computer Graphics @ UIW
Past:
Founder @ Zoo-AR
Director / Partner / EP @ Geomedia
Jeremy Kenisky
Quick Biography
@prof_kenisky / @mergevr
The MERGE Kool-Aid
Our view of the world
@prof_kenisky / @mergevr
We’re a VR/AR company focused
on the future of play and toys.
The MERGE Kool-Aid
Our view of the world
1.
“Toys are the tools we use for growing up.”
@prof_kenisky / @mergevr
The MERGE Kool-Aid
Our view of the world
@prof_kenisky / @mergevr
The MERGE Kool-Aid
Our view of the world
Kids are the true adopters of
this tech, not us.
2.
But yes, you can still play in the sandbox.
@prof_kenisky / @mergevr
● First Mobile VR Goggles
on retail shelves - 2014
● Made of marshmallow soft,
antimicrobial foam
● Works with any phone
built in last 4 years
● Made for Ages 10+
MERGE Goggles & Mini
● First Mobile Universal
Motion Controller
● Announced in 2014 w/
release of AR/VR Goggles
● 3DoF Controller w/ Dual
Pairing ability
● Never Released
MERGE Moonshot
● Augmented Reality device
for 3D object manipulation
● 50+ games available
● Strong EDU potential
● Over 1 million sold
● Open Developer SDK
MERGE Cube
● Announced at CES 2018
● 6DoF Positional Tracking
● Leverages ARKit, ARCore,
Vuforia, etc.
● Open Developer SDK
● Release Summer 2018
MERGE Blaster
MINIVERSE.io contains over 400 kid friendly experiences
Age ratings, motion ratings, user ratings, pricing,
platform availability, screenshots, & reviews
VR apps for most VR goggles
AR apps for MERGE Cube, ARKit, ARCore
MERGE Blaster Apps for “handheld VR”
Developers highly engaged, building content regularly
MINIVERSE.io
The #1 curated portal for AR / VR apps for kids
@prof_kenisky / @mergevr
Digital Robin Hoods
Robbing from the tech-rich and giving it to everyone else.
@prof_kenisky / @mergevr
Magic Pot (SIGGRAPH 2012)
Interactive Metamorphosis of the Perceived Shape - Yuki Ban, Professor Hirose, University of Tokyo
1,000,000+
Pickup & Adoption
MERGE Cube is the most distributed AR product on the market.
MERGE Cubes sold in the first 3 months
@prof_kenisky / @mergevr
6,000,000+
Pickup & Adoption
Half of ARKit’s 12M+ in 6 months on a single platform
Total app downloads last 6 months
@prof_kenisky / @mergevr
Supporting EDU
Educators around the US went on a buying frenzy
@prof_kenisky / @mergevr
Supporting EDU
Educators around the US went on a buying frenzy
@prof_kenisky / @mergevr
Supporting EDU
Educators around the US went on a buying frenzy
@prof_kenisky / @mergevr
Supporting EDU
Educators around the US went on a buying frenzy
Supporting EDU
Educators around the US went on a buying frenzy
Supporting EDU
Educators around the US went on a buying frenzy
Supporting EDU
Educators around the US went on a buying frenzy
Supporting EDU
Educators around the US went on a buying frenzy
Supporting EDU
Educators around the US went on a buying frenzy
Supporting EDU
Educators around the US went on a buying frenzy
@prof_kenisky / @mergevr
Supporting EDU
Facebook Group w/ special offers
Educator only FB group with beta app
releases focused on classroom use
FB LIVE events every week with influencers
Steep discounts on all MERGE products
Moderated by EDU volunteers
@prof_kenisky / @mergevr
Tech? Toys? Moms? Kids?
Who are we selling to?
Am I trying to convince the mom or the kid?
Source: Alexandra Samuel, visit www.alexandrasamuel.com/families/
@prof_kenisky / @mergevr
Consumer Insights
Kids don’t care about XR
They care about XPeriences. ;)
@prof_kenisky / @mergevr
Kids want to have fun and engaging experiences. (duh)
When asked what they want to do this weekend, no kid says, “I’m probably gonna do
some AR and stuff.” They say they’re going to play Pokemon GO at the park with their
buddies.
When tested with MERGE Cube, kids described the experiences as holograms.
2 choices - attempt to correct and educate them ($$$), go along with it.
Kids don’t care about XR
They care about XPeriences. ;)
@prof_kenisky / @mergevr
Overwhelmingly, parents who were able to experience AR/VR with kids were much more
willing to make purchases.
Testing 25+ different AR/VR products showed that multiplayer and cooperative
experiences were huge favorites amongst the kids too.
Multiplayer experiences elevated several products above the line when their single player
testing sessions showed little initial interest.
Parents want shared experiences w/ their kids
If it’s not interactive/social/multiplayer it’s probably no good.
@prof_kenisky / @mergevr
There is tons of noise in the marketplace, and lots of crap.
Kids need to see how a product works - if you aren’t merchandising with some sort of
video display or interactivity you’re wasting your time.
AR/VR is still foreign to a lot of people, we have to carefully articulate what the product
does without stepping into the spec-overload trap.
Kids need to see to believe (& understand)
You have to educate and sell at the same time - this is challenging.
@prof_kenisky / @mergevr
Final Thoughts
Create things that bring everyday value, and
are accessible - this is key to adoption.
(and ultimately, much better insight)
Final Thoughts
Don’t build awesome things nobody can experience.
@prof_kenisky / @mergevr
Today’s 10 year olds are the future mass
market for this tech - understand them.
(Being a kid once doesn’t automatically qualify you.)
Final Thoughts
Understand the market - hint - you’re not it.
@prof_kenisky / @mergevr
Find balance between re-educating your
audience on what you want them to $ay and
what they’re already convinced of.
(this is a runway discussion) ;)
Final Thoughts
Principles are expensive. ;)
@prof_kenisky / @mergevr
Stop selling AR/VR technology. We’re all here
because we know this technology will enable
amazing things. Sell those things.
Final Thoughts
Sell the dream, not the warranty on the mattress.
@prof_kenisky / @mergevr
Thank You
Jeremy Kenisky
VP, Creative
@prof_kenisky
Jeremy Kenisky (MERGE): Future of Play: Creating a Kid-Friendly VR/AR Ecosystem

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Jeremy Kenisky (MERGE): Future of Play: Creating a Kid-Friendly VR/AR Ecosystem

  • 1. Creating an XR Ecosystem for Kids Jeremy Kenisky VP, Creative @prof_kenisky
  • 2. Agenda XR Ecosystem for Kids @prof_kenisky / @mergevr ● Bio / Background ● MERGE Ecosystem ○ EDU ● Consumer Insights ● Final Thoughts
  • 3. Intro Get to the chopper!! @prof_kenisky / @mergevr
  • 4. Current: VP, Creative @ Merge VR Emerging Technologies Chair @ SIGGRAPH Faculty, Computer Graphics @ UIW Past: Founder @ Zoo-AR Director / Partner / EP @ Geomedia Jeremy Kenisky Quick Biography @prof_kenisky / @mergevr
  • 5. The MERGE Kool-Aid Our view of the world @prof_kenisky / @mergevr
  • 6. We’re a VR/AR company focused on the future of play and toys. The MERGE Kool-Aid Our view of the world 1. “Toys are the tools we use for growing up.” @prof_kenisky / @mergevr
  • 7. The MERGE Kool-Aid Our view of the world @prof_kenisky / @mergevr
  • 8. The MERGE Kool-Aid Our view of the world Kids are the true adopters of this tech, not us. 2. But yes, you can still play in the sandbox. @prof_kenisky / @mergevr
  • 9. ● First Mobile VR Goggles on retail shelves - 2014 ● Made of marshmallow soft, antimicrobial foam ● Works with any phone built in last 4 years ● Made for Ages 10+ MERGE Goggles & Mini
  • 10. ● First Mobile Universal Motion Controller ● Announced in 2014 w/ release of AR/VR Goggles ● 3DoF Controller w/ Dual Pairing ability ● Never Released MERGE Moonshot
  • 11. ● Augmented Reality device for 3D object manipulation ● 50+ games available ● Strong EDU potential ● Over 1 million sold ● Open Developer SDK MERGE Cube
  • 12. ● Announced at CES 2018 ● 6DoF Positional Tracking ● Leverages ARKit, ARCore, Vuforia, etc. ● Open Developer SDK ● Release Summer 2018 MERGE Blaster
  • 13. MINIVERSE.io contains over 400 kid friendly experiences Age ratings, motion ratings, user ratings, pricing, platform availability, screenshots, & reviews VR apps for most VR goggles AR apps for MERGE Cube, ARKit, ARCore MERGE Blaster Apps for “handheld VR” Developers highly engaged, building content regularly MINIVERSE.io The #1 curated portal for AR / VR apps for kids @prof_kenisky / @mergevr
  • 14. Digital Robin Hoods Robbing from the tech-rich and giving it to everyone else. @prof_kenisky / @mergevr
  • 15. Magic Pot (SIGGRAPH 2012) Interactive Metamorphosis of the Perceived Shape - Yuki Ban, Professor Hirose, University of Tokyo
  • 16. 1,000,000+ Pickup & Adoption MERGE Cube is the most distributed AR product on the market. MERGE Cubes sold in the first 3 months @prof_kenisky / @mergevr
  • 17. 6,000,000+ Pickup & Adoption Half of ARKit’s 12M+ in 6 months on a single platform Total app downloads last 6 months @prof_kenisky / @mergevr
  • 18. Supporting EDU Educators around the US went on a buying frenzy @prof_kenisky / @mergevr
  • 19. Supporting EDU Educators around the US went on a buying frenzy @prof_kenisky / @mergevr
  • 20. Supporting EDU Educators around the US went on a buying frenzy @prof_kenisky / @mergevr
  • 21. Supporting EDU Educators around the US went on a buying frenzy
  • 22. Supporting EDU Educators around the US went on a buying frenzy
  • 23. Supporting EDU Educators around the US went on a buying frenzy
  • 24. Supporting EDU Educators around the US went on a buying frenzy
  • 25. Supporting EDU Educators around the US went on a buying frenzy
  • 26. Supporting EDU Educators around the US went on a buying frenzy
  • 27. Supporting EDU Educators around the US went on a buying frenzy @prof_kenisky / @mergevr
  • 28. Supporting EDU Facebook Group w/ special offers Educator only FB group with beta app releases focused on classroom use FB LIVE events every week with influencers Steep discounts on all MERGE products Moderated by EDU volunteers @prof_kenisky / @mergevr
  • 29.
  • 30.
  • 32. Who are we selling to? Am I trying to convince the mom or the kid? Source: Alexandra Samuel, visit www.alexandrasamuel.com/families/ @prof_kenisky / @mergevr
  • 34. Kids don’t care about XR They care about XPeriences. ;) @prof_kenisky / @mergevr
  • 35. Kids want to have fun and engaging experiences. (duh) When asked what they want to do this weekend, no kid says, “I’m probably gonna do some AR and stuff.” They say they’re going to play Pokemon GO at the park with their buddies. When tested with MERGE Cube, kids described the experiences as holograms. 2 choices - attempt to correct and educate them ($$$), go along with it. Kids don’t care about XR They care about XPeriences. ;) @prof_kenisky / @mergevr
  • 36. Overwhelmingly, parents who were able to experience AR/VR with kids were much more willing to make purchases. Testing 25+ different AR/VR products showed that multiplayer and cooperative experiences were huge favorites amongst the kids too. Multiplayer experiences elevated several products above the line when their single player testing sessions showed little initial interest. Parents want shared experiences w/ their kids If it’s not interactive/social/multiplayer it’s probably no good. @prof_kenisky / @mergevr
  • 37. There is tons of noise in the marketplace, and lots of crap. Kids need to see how a product works - if you aren’t merchandising with some sort of video display or interactivity you’re wasting your time. AR/VR is still foreign to a lot of people, we have to carefully articulate what the product does without stepping into the spec-overload trap. Kids need to see to believe (& understand) You have to educate and sell at the same time - this is challenging. @prof_kenisky / @mergevr
  • 39. Create things that bring everyday value, and are accessible - this is key to adoption. (and ultimately, much better insight) Final Thoughts Don’t build awesome things nobody can experience. @prof_kenisky / @mergevr
  • 40. Today’s 10 year olds are the future mass market for this tech - understand them. (Being a kid once doesn’t automatically qualify you.) Final Thoughts Understand the market - hint - you’re not it. @prof_kenisky / @mergevr
  • 41. Find balance between re-educating your audience on what you want them to $ay and what they’re already convinced of. (this is a runway discussion) ;) Final Thoughts Principles are expensive. ;) @prof_kenisky / @mergevr
  • 42. Stop selling AR/VR technology. We’re all here because we know this technology will enable amazing things. Sell those things. Final Thoughts Sell the dream, not the warranty on the mattress. @prof_kenisky / @mergevr
  • 43. Thank You Jeremy Kenisky VP, Creative @prof_kenisky