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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
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.
What’s in your mind’s eye?
Is it technology to . . .
tell a story . . .
in a digital world . . .
to be “consume” by one person/one
headset at a time
to one user at time?
That’s (pretty much) what most people say VR
is:
Storytelling in a cool environment.
Somewhat confining?
The hegemony of the narrative?
You’re not most people.
You see other uses.
Treatment
Training
Isn’t it still narrative?
You telling me a story . . .
Am I a viewer
or a participant?
VR for me to make
something (that works) or . . .
Tools for me to
make my own
worlds?
What Do VCs see?
All part of the VR ecosystem
An ecosystem
Create Distribute Consume
Stores Individual
Share Measure
Machinima Analytics
MMOGs e-sports
Display
H/W
Worlds
Content
VR/AR
Platforms
Market
places
VR
cinemas
WiFiCreation
H/W
Toolkits
DIY
Other
software
Cable/OTT
satellite
SaaS
Virtual cinema
VR Training
Display H/W enhancements
Display H/W
VR Analytics
Marketplaces
VR publishing
Platforms
VR movies
Creation H/W
VR/AR
Other VR titles
Toolkits
DIY Toolkits
Industrial Applications
Health VR
Enabling software
Where will they
invest?
(Almost) everywhere, as long as the VC feels that
value will increase by the next round
It’s about the delta in valuation.
Not (necessarily) revenue
30x investment
It’s about bragging rights.
“Herd” behavior.
Competition for LPs.
Pre-existing bias.
Who knows whom.
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
VCs Dislike VR because
●Potential multibillion fiascos
Oculus VR
Magic Leap
●High costs to consumer entry
●Technical limits
●Chicken-and-egg content problem
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
Don’t pan for gold
Sell the pans to pan for gold
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
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)
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)
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
TITLE INVESTMENT=TRADITIONAL
PROJECT FINANCING
Money for titles (e.g., a movie) less
likely from VCs (but not impossible)
• More likely to find that funding from
traditional studio project financing
CONTENT TO SELL HARDWARE
Remember:
• Dire Straits and the CD player?
• Porn and the VHS system?
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
COMPARATIVE SECTORAL 2020+
VALUES
$150
billion
$19 trillion
Virtual Reality Internet of Things
PITCH BASICS
What VCs Want
Teams & Expertise
Hot sector
Barriers to entry
Achievable Milestones
Fast traction (by metrics)
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
Seek money by stage
Beware of Founderitis
Create Distribute Consume Share Measure
Display H/W Stores Individual Machinima Analytics
Worlds Platforms MMOGs VR e-sports
Content Marketplaces
Strategic
Content
VR/AR VR cinemas
Creation H/W WiFi
Toolkits Cable/OTT
DIY satellite
Other software SaaS
I like VR+AI
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)
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

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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.
  • 3. What’s in your mind’s eye?
  • 4. Is it technology to . . .
  • 5. tell a story . . .
  • 6. in a digital world . . .
  • 7. to be “consume” by one person/one headset at a time to one user at time?
  • 8. That’s (pretty much) what most people say VR is: Storytelling in a cool environment.
  • 10. You’re not most people. You see other uses.
  • 13. Isn’t it still narrative? You telling me a story . . . Am I a viewer or a participant?
  • 14. VR for me to make something (that works) or . . .
  • 15. Tools for me to make my own worlds?
  • 16. What Do VCs see?
  • 17. All part of the VR ecosystem An ecosystem
  • 18. Create Distribute Consume Stores Individual Share Measure Machinima Analytics MMOGs e-sports Display H/W Worlds Content VR/AR Platforms Market places VR cinemas WiFiCreation H/W Toolkits DIY Other software Cable/OTT satellite SaaS
  • 19. Virtual cinema VR Training Display H/W enhancements Display H/W VR Analytics Marketplaces VR publishing Platforms VR movies Creation H/W VR/AR Other VR titles Toolkits DIY Toolkits Industrial Applications Health VR Enabling software
  • 21. (Almost) everywhere, as long as the VC feels that
  • 22. value will increase by the next round
  • 23. It’s about the delta in valuation. Not (necessarily) revenue
  • 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
  • 29. Don’t pan for gold Sell the pans to pan for gold
  • 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
  • 34. TITLE INVESTMENT=TRADITIONAL PROJECT FINANCING Money for titles (e.g., a movie) less likely from VCs (but not impossible) • More likely to find that funding from traditional studio project financing
  • 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
  • 37. COMPARATIVE SECTORAL 2020+ VALUES $150 billion $19 trillion Virtual Reality Internet of Things
  • 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
  • 41. Seek money by stage
  • 43. Create Distribute Consume Share Measure Display H/W Stores Individual Machinima Analytics Worlds Platforms MMOGs VR e-sports Content Marketplaces Strategic Content VR/AR VR cinemas Creation H/W WiFi Toolkits Cable/OTT DIY satellite Other software SaaS I like VR+AI
  • 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