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The State of VR and AR

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.

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The State of VR and AR

  1. 1. ORGANIC CONNECTIONS - VIRTUAL & AUGMENTED REALITY
  2. 2. AR/VR WILL DEFINITELY CONNECT PLATFORMS OCULUS HIGH-END NICHE, POWERFUL, FACEBOOK SONY VIDEO GAMING, USER ADOPTION, PS4 SAMSUNG GOOGLE EASY ADOPTION, GLOBAL ACCESS 2 MOBILE, INTEGRATION WITH DEVICES MAGIC LEAPGOOGLE INVESTMENT HOLOLENS MICROSOFT, RELEASE DATE EARLY 2016 ACQUIRED METAIO 2015 APPLE Augmented Reality Virtual Reality
  3. 3. VIRTUAL INTERFACES AND EXPERIENCES
  4. 4. ORGANIC MARKETING 4 PROMOTIONAL CONTENT VR experiences provide additional touchpoints for film and television audiences. They are designed to encourage consumers to see new releases.
  5. 5. CREATIVE STORYTELLING CREATIVE STORYTELLING 5 NARRATIVE EXPERIMENTATION Oculus Studio and other VR studios are experimenting with new content and storytelling strategies. VR is a new art form that requires innovative solutions.
  6. 6. GAMING INNOVATION 6 EXPANSIVE SPACES Magic Leap’s gaming development shows new opportunities in game design and experience as players enter and play the game in the real world.
  7. 7. IMMERSIVE RETAIL 7 MARKETING EXTENSIONS AR transforms expands the traditional retail experience by allowing consumers to immediately see multiple applications for products.
  8. 8. LIVE ENTERTAINMENT 8 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.
  9. 9. VR/AR AS MEDIA ECOSYSTEMS - TRANSVERSAL CONNECTIVITY
  10. 10. THE RISE OF THE VIDEO INTERFACE FACEBOOK’S VR ECOSYSTEM
  11. 11. 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. MEDIA DISTRIBUTION
  12. 12. 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. ORIGINAL CONTENT
  13. 13. 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. SOCIAL MEDIA
  14. 14. WHERE EVERYONE IS A MAKER MICROSOFT’S AR ECOSYSTEM
  15. 15. 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
  16. 16. 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. OFFICE SOFTWARE
  17. 17. 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. COMMUNICATION
  18. 18. THE ULTIMATE CONVERGENCE VIDEO + SOCIAL + GAMING + COMMUNITY MNGMT + E- COMMERCE = VR eSports? AMAZON MAY LEAD THE WAY
  19. 19. THANK YOU

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