Gaming and Virtual Reality
In 2015, Newzoo projected screen-based global gaming revenues would hit US$91.5 billion by yearend and US$107 billion in 2017. Some large publishers have dabbled in gamifying the news but very few have taken the leap into infiltrating these games with news content.
Immersive Entertainment which includes Virtual Reality (VR) and Escape Games is capitalizing on the millennial generation’s willingness to pay for memories and new experiences to enrich their lives. So it is no surprise that The New York Times and The Economist are already experimenting in this space.
I expect more publishers will jump on this potential gravy train as Facebook’s Oculus Rift, Microsoft HoloLens, HTC Vive, Sony Project Morpheus and the next Samsung Gear VR hit the shelves this year.
It’s too early for publishers to truly make serious money from this budding technology, but even early experiments are showing how media brands can capture imaginations with VR.
(e.g. The New York Times)