This presentation from last year argues that (1) the "hegemony of narrative" distracts attention from other opportunities in VR (now XR), which are (2) worlds, DIY tools and "corporate use" such as training and healthcare. Events since then have proven it to be largely true. "Narrative" (e.g., XR movies) are not a "wrong" investment, only a different one.
Kotlin Multiplatform & Compose Multiplatform - Starter kit for pragmatics
Virtual reality & venture capital
1. VR: WHY VCS CARE
AND WHAT TO DO ABOUT IT
WORLD VR FORUM 2017
JAMES C. ROBERTS III
GLOBALCAPITAL
GLOBAL CAPITAL STRATEGIC GROUP | GLOBAL CAPITAL LAW GROUP PC
VANGELIS LYMPOURIDIS, PHD
ENOSIS LLC
2. REVISIONS
Based on conversation during the World
VR Forum, I have included new slides
on VC and content.
Please also note that this presentation is only for
educational purposes. It is also copyrighted, 2017,
Global Capital Law Group PC. All rights reserved.
25. It’s about bragging rights.
“Herd” behavior.
Competition for LPs.
Pre-existing bias.
Who knows whom.
26. VCs Like VR Because
B2B verticals for rapid growth
Growing B2C headset installed based
Major players are established tech companies
Their friends are in it, too or
The politics of VC funds
27. VCs Dislike VR because
●Potential multibillion fiascos
Oculus VR
Magic Leap
●High costs to consumer entry
●Technical limits
●Chicken-and-egg content problem
28. VC MODELS THAT CAN STILL WORK
Marketplaces/distribution platforms
Sharing
“Levi Strauss Theory of Making Money”
Tools and toolkit
Enhancements
Training/industrial uses
VR + AR + AI
User data/data mining
Making content
30. CONTENT IS LAST ON THE LIST
BECAUSE . . .
Long history of bad experience
●Hit-driven business
●High production costs
●Long production cycles
●Insular communities (Hollywood)
●Stylistic obsolescence
31. ON THE OTHER HAND
Some VCs are investing in content:
• Maker Studios (Upfront Ventures)
• Studio Commitments to VR
• LA VC content funds (The
Congregation)
• Improbable Studios ($500m—
Softbank Ventures)
32. BE CAREFUL: VCS NOT REALLY
INVESTING IN “CONTENT?”
Most investments are in VR studios not in
titles
• The Improbable investment is in its
platform and its worlds:
Improbable [. . .] has developed a platform for
third parties to build vast virtual and simulated
worlds [. . . and will] double down on its product
and expand its ecosystem of developers.
(TechCrunch, May 11, 2017)
33. THE IMPROBABLE PLAY:
WEARING LEVIS
Improbable Studios is a combination of
• Marketplaces/distribution platforms
–Sharing
• “Levi Strauss Theory of Making
Money”
–Tools and toolkit
–Enhancements
35. CONTENT TO SELL HARDWARE
Remember:
• Dire Straits and the CD player?
• Porn and the VHS system?
36. MISSING THE PROSAIC FOR THE SIZZLE
VCs will like B2B verticals
(medical, rehab, training), but
● Long sales cycles
● Higher tech specs
● Cautious buyers
● Massive potential liability
39. What VCs Want
Teams & Expertise
Hot sector
Barriers to entry
Achievable Milestones
Fast traction (by metrics)
40. YOUR PITCH: ANSWERS TO . . .
What you do
Why it matters
Where you are
What are your next steps/milestones
(and why they matter)
How you will get there
Why your team
. . . Revenue model
44. I also like platforms and worlds where
participants can build their own worlds or
explore—and share in—worlds created by
other participants. (½ of the Improbable
Model)
45. THANK YOU.
JAMES C. ROBERTS III
jcr@globalcaplaw.com
GLOBALCAPITAL
GLOBAL CAPITAL STRATEGIC GROUP | GLOBAL CAPITAL LAW GROUP PC
VANGELIS LYMPOURIDIS, PHD
vangelis@enosisvr.com
ENOSIS LLC