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Being relevant in VR won't be easy
Even though the conversation (and euphoria) around Virtual Reality (VR) hardware, software & content has slowed down a bit since the beginning of the year (after mayor tech events like CES and Mobile World Congress), the impact this new technology has on different industries, brands and our goal to connect with our consumers keeps being an interesting and hot topic we should not loose track of.
But it's not just the numbers that should impress us professionals and investors, we have to get a look behind some issues that will be relevant for the ones producing content as well as for the ones demanding and consuming it.
issue #1: We will look at nothing
Audiovisual content is being produced and consumed exponentially. The danger of a world with a visual information overload can lead to the point that we will mediate everything, look at and watch nothing. How will brands stand out against this content overload? > ▅▅ society stuff
issue #2: We need to design stories the VR way
How do we have to create compelling and engaging stories for VR environments? What do people really look at when being immersed? What do the they interact with and what do they remember after all when taking of the headset? Is 360° the best solution? Get some insights & ideas > ▅▅ stories stuff
issue #3: Virtual vs. Real - there's no difference!
And then our kids... it seems like they won't be able to tell the difference between virtual reality content and regular reality. What will happen to the world by then? Which reality and stories will they prefer to listen to or live in? > ▅▅ virtual stuff
Get ready for a new reality! A Hyper reality (maybe).
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