sarah hill: the uncanny valley of vr distribution

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Lessons learned launching VR apps @sarahmidmo @storyupstudios storyup.com

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Page 1: Sarah Hill: The uncanny valley of VR distribution

Lessons learned launching VRapps@[email protected]

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

Source: IHS Market Reports

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IMMERSIVE MEDIA NETWORKS

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

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IMMERSIVEBROADCASTING

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VRChat

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GearVRIOSAndroidDaydreamPlaystationViveOculus Rift

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Lesson 1:

VR app development takes longer than flat apps.

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MILLIONS OF HEADSETS

98 % of Headsets sold in 2016 were for mobile phones

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Lesson 2:

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

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

sousssSOURCE: University of Washington

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Lesson 3:

Healthcare Institutions will be large distributors for VR content

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YOUR BRAIN ON VR STORYNON-FICTION STORYTELLING

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YOUR BRAIN ON VR STORY

NEUROMEDITATION INSTITUTE CASE STUDY: MEDIUM.COM/SARAHSTORIES

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YOUR BRAIN ON VR EMPATHY

NEUROMEDITATION INSTITUTE CASE STUDY: MEDIUM.COM/SARAHSTORIES

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Recipe name30 minutes • Serves 4-6

Mailing AddressPeer to Peer Sharing

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IMMERSIVEBROADCASTING

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Lesson 4:

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

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@Journalism_360https://medium.com/journalism360

$250,000 to grow Immersive Journalism

TechnologistsDevelopersGraphic DesignersGame DesignersEthicists

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Questions? @[email protected]