Tony Parisi
The
Coming
Distribution
War
who will be…
 The App Store for VR?
 The Steam of VR?
 The YouTube of VR?
 The Netflix of VR?
 The Console of VR?
App Stores
App Stores: The Good
 Discovery
 User Ranking
 Monetization
 Curated content
– nobody wants bad VR… or do they?
– thank you for making sure I don’t hurl
– um remember that porn you promised…?
App Stores: The Bad
 Deployment, distribution and discovery are
bound together
– On Gear VR you can’t deploy without going through the store,
and users can’t find you outside of the store interface
– You can’t deploy Cardboard VR apps without going through a
store UNLESS web (more on this later)
 VR store interfaces, though good, are limited
 App packaging doesn’t always make sense
– A separate app for a Paul McCartney video? Really?
 Curated content
– um about that porn… ?
Fun Fact!
In 2013, 60% of developers were below the
“app poverty line”, i.e. earned less than
$500
per app per month (all mobile platforms) 1
1 Developer Economics Q1 2014: State of the Nation
http://www.visionmobile.com/product/developer-
economics-q1-2014-state-developer-nation/
2 Bloomberg
http://www.bloomberg.com/bw/articles/2014-01-
07/apple-users-spent-10-billion-on-apps-in-2013
Apple’s 2013 App Store Revenues: $10B 2
Apple’s 2013 App Store Take: $3B 2
When you play
the game of
apps,
you win or you
die. There is no
middle ground.
#thoughtfortheday
the Metaverse might be too
big of an idea…
for an app store
Downloads
Downloads: The Good
 Discovery, ranking – Steam’s interface
works.
 Monetization – PC games still making
great money! Even after 30% Steam cut
Downloads: The Bad
 Big downloads and installation requires
core/midcore interest level and
commitment
 Consumers don’t like to install stuff on
desktops
Fun Fact!
Valve is a private company. It doesn’t publish
Steam revenues. But they must be good. And
developers generally don’t seem to be
complaining.
(tries to imagine people
downloading a VR history
experience on Steam)
#headdesk
Browsers
Browsers: The Good
 No downloads
 Instant publish/update
 Deployment, distribution, discovery are
decoupled – the full power of the Web
 HTML5 lowers barriers to entry for
developers
 Hyperlinks
Browsers: The Bad
 Monetization – not so obvious
 Second-class support; WebVR catching
up to native features
 Performance gap, though small, is critical
for many apps
 Browser UIs are getting long in the tooth,
not designed for navigating the Metaverse
 Uh-oh… watch out for bad VR :-o
Fun Fact!
YouTube creators get $1.50-4.00/1k views 1
1 Quora
http://www.quora.com/How-much-money-can-you-
make-on-YouTube-if-your-video-goes-viral-and-is-
monetized
2 WSJ
http://www.wsj.com/articles/viewers-dont-add-up-to-
profit-for-youtube-1424897967
YouTube grossed $4B in 2014 2
#ihaveadream
creating VR will be as easy
as making web pages,
sharing VR will be as
simple as sending a link,
and experiencing VR
happens
at the touch of a button
“Winter is coming.”
Survival Strategies
 Be platform-agnostic
– Cross-platform solutions like WebVR, OSVR are in
their infancy
– Unity’s a good bet… but you’re still cooking an app for
each platform
– We could AT LEAST figure out a portable, cross-
platform video format… ?
 Be platform-specific
– Choose a side
– If you choose well, you will live to see another
day
Tony Parisi
tparisi@gmail.com
@auradeluxe
The
Coming
Distribution
War

The Coming Distribution War

  • 1.
  • 2.
    who will be… The App Store for VR?  The Steam of VR?  The YouTube of VR?  The Netflix of VR?  The Console of VR?
  • 3.
  • 4.
    App Stores: TheGood  Discovery  User Ranking  Monetization  Curated content – nobody wants bad VR… or do they? – thank you for making sure I don’t hurl – um remember that porn you promised…?
  • 5.
    App Stores: TheBad  Deployment, distribution and discovery are bound together – On Gear VR you can’t deploy without going through the store, and users can’t find you outside of the store interface – You can’t deploy Cardboard VR apps without going through a store UNLESS web (more on this later)  VR store interfaces, though good, are limited  App packaging doesn’t always make sense – A separate app for a Paul McCartney video? Really?  Curated content – um about that porn… ?
  • 6.
    Fun Fact! In 2013,60% of developers were below the “app poverty line”, i.e. earned less than $500 per app per month (all mobile platforms) 1 1 Developer Economics Q1 2014: State of the Nation http://www.visionmobile.com/product/developer- economics-q1-2014-state-developer-nation/ 2 Bloomberg http://www.bloomberg.com/bw/articles/2014-01- 07/apple-users-spent-10-billion-on-apps-in-2013 Apple’s 2013 App Store Revenues: $10B 2 Apple’s 2013 App Store Take: $3B 2
  • 7.
    When you play thegame of apps, you win or you die. There is no middle ground.
  • 8.
    #thoughtfortheday the Metaverse mightbe too big of an idea… for an app store
  • 9.
  • 10.
    Downloads: The Good Discovery, ranking – Steam’s interface works.  Monetization – PC games still making great money! Even after 30% Steam cut
  • 11.
    Downloads: The Bad Big downloads and installation requires core/midcore interest level and commitment  Consumers don’t like to install stuff on desktops
  • 12.
    Fun Fact! Valve isa private company. It doesn’t publish Steam revenues. But they must be good. And developers generally don’t seem to be complaining.
  • 13.
    (tries to imaginepeople downloading a VR history experience on Steam) #headdesk
  • 14.
  • 15.
    Browsers: The Good No downloads  Instant publish/update  Deployment, distribution, discovery are decoupled – the full power of the Web  HTML5 lowers barriers to entry for developers  Hyperlinks
  • 16.
    Browsers: The Bad Monetization – not so obvious  Second-class support; WebVR catching up to native features  Performance gap, though small, is critical for many apps  Browser UIs are getting long in the tooth, not designed for navigating the Metaverse  Uh-oh… watch out for bad VR :-o
  • 17.
    Fun Fact! YouTube creatorsget $1.50-4.00/1k views 1 1 Quora http://www.quora.com/How-much-money-can-you- make-on-YouTube-if-your-video-goes-viral-and-is- monetized 2 WSJ http://www.wsj.com/articles/viewers-dont-add-up-to- profit-for-youtube-1424897967 YouTube grossed $4B in 2014 2
  • 18.
    #ihaveadream creating VR willbe as easy as making web pages, sharing VR will be as simple as sending a link, and experiencing VR happens at the touch of a button
  • 19.
  • 20.
    Survival Strategies  Beplatform-agnostic – Cross-platform solutions like WebVR, OSVR are in their infancy – Unity’s a good bet… but you’re still cooking an app for each platform – We could AT LEAST figure out a portable, cross- platform video format… ?  Be platform-specific – Choose a side – If you choose well, you will live to see another day
  • 21.

Editor's Notes

  • #8 Next great wave of media – internet, mobile, now VR.
  • #20 Next great wave of media – internet, mobile, now VR.