sarah hill: the uncanny valley of vr distribution

Post on 05-Apr-2017

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Lessons learned launching VRapps@sarahmidmo@storyupstudiosstoryup.com

Consumer spending on VR entertainment will hit $3.3 Billion in 2020.

Source: IHS Market Reports

IMMERSIVE MEDIA NETWORKS

The New York Times,Conde Nast, Vice Media, Discovery Communications, HBO (invested in Otoy), Disney (Jaunt), and Comcast (NextVR)

IMMERSIVEBROADCASTING

VRChat

GearVRIOSAndroidDaydreamPlaystationViveOculus Rift

Lesson 1:

VR app development takes longer than flat apps.

MILLIONS OF HEADSETS

98 % of Headsets sold in 2016 were for mobile phones

Lesson 2:

Be careful building your house in someone else’s castle.

Lesson 3:VR has been shown just as effective as a moderate dose of hydromorphone, a painkiller.

sousssSOURCE: University of Washington

Lesson 3:

Healthcare Institutions will be large distributors for VR content

YOUR BRAIN ON VR STORYNON-FICTION STORYTELLING

YOUR BRAIN ON VR STORY

NEUROMEDITATION INSTITUTE CASE STUDY: MEDIUM.COM/SARAHSTORIES

YOUR BRAIN ON VR EMPATHY

NEUROMEDITATION INSTITUTE CASE STUDY: MEDIUM.COM/SARAHSTORIES

Recipe name30 minutes • Serves 4-6

Mailing AddressPeer to Peer Sharing

IMMERSIVEBROADCASTING

Lesson 4:

VR isn’t about reach. It’s about depth.

@Journalism_360https://medium.com/journalism360

$250,000 to grow Immersive Journalism

TechnologistsDevelopersGraphic DesignersGame DesignersEthicists

Questions? @sarahmidmo@storyupstudiosstoryup.com

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