VR and AR will remain a major topic for the media and technology industry in 2016. To keep up-to-date with coming developments, here's a concise presentation on the transversal potential of these two revolutionary formats, and how they will drive new content and marketing initiatives across the converging media landscape.
AR/VR WILL DEFINITELY CONNECT PLATFORMS
OCULUS HIGH-END NICHE,
SONY VIDEO GAMING, USER
GOOGLE EASY ADOPTION,
METAIO 2015 APPLE
Augmented Reality Virtual Reality
VR experiences provide additional touchpoints for film and television
audiences. They are designed to encourage consumers to see new releases.
Oculus Studio and other VR studios are experimenting with new content and
storytelling strategies. VR is a new art form that requires innovative
Magic Leap’s gaming development shows new opportunities in game design
and experience as players enter and play the game in the real world.
AR transforms expands the traditional retail experience by allowing
consumers to immediately see multiple applications for products.
EXPANDING LIVE EVENT AUDIENCE REACH
VR experiences can partially enhance live events, creating a (near) real-time
experience. Live integration has never really successfully expanded audience reach.
VR/AR AS MEDIA
THE RISE OF THE VIDEO INTERFACE
FACEBOOK’S VR ECOSYSTEM
Facebook’s $2 billion acquisition of Oculus gave the company an entryway into media distribution. The
headset is a new media platform that makes accessible film, television, and gaming content. Facebook struck
deals with premium providers in order to drive the adoption of headsets and expand VR on a global scale.
Through the Oculus Rift, Facebook has taken a leading role in the development of VR. The production of
original content is a strategic way to act as a market leader in defining the new media interface. It is also
designed to create an independent content pipeline to build a VR user base and inspire an artistic workforce.
Facebook’s ultimate vision for the Oculus Rift is to serve as the global interface for personalized interaction
and communication. The company has already scaled its video business to lay the foundation for the future
integration of virtual reality as the new user experience design. And the use of AR is on the horizon as well.
WHERE EVERYONE IS A MAKER
MICROSOFT’S AR ECOSYSTEM
Through the acquisition of Minecraft, Microsoft seeks to reclaim its position as a premium gaming company.
The HoloLens offers a unique interface to take gaming to new heights. Furthermore, the HoloLens offers
potential for Microsoft’s move into original programming after the failed Microsoft Studios experiment.
GAMING & IP
Microsoft is the world leader in commercial office software. The investment in AR allows the company to
create the office interface of the future while cementing its position as the global market leader. Think
Microsoft Word, PowerPoint, and Outlook as a way to communicate in real space.
Microsoft will leverage AR and the HoloLens tech to expand its communication capabilities with services like
Skype and XBox Live which connect millions of users across the world.
VIDEO + SOCIAL +
MNGMT + E-
= VR eSports?
LEAD THE WAY