Gam­ing and Vir­tual Re­al­ity

The Insider - - PAID CONTENT -

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)

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