As we move toward the festive season, I thought I would share what I've been learning over the past few months since being on the project with Weavr.Space
Note: I sense a frenzy about to happen, and I really want to encourage everyone to watch this space.
But also want to give a word of caution, hence blogging this independently.
Here are a few blogs I've written around all this too: (as not the first time I am saying it)
Ready Player One
What is Virtual Reality?
How to choose a good domain name (AR/VR case study, and stats)
Virtual Reality and the Future of Privacy
Virtual Reality and Marketing
What is Vtime?
What is AltspaceVR
VR and Local Business Opportunities (coming soon!)
VR and AR chat with myself and James Dearsley
Oculus Rift Developers Kit, my interview with Robert Klados
Oculus Rift Developers Kit (part 2), my interview with Ben Ritter
And now, let's get moving...
There are two main types of people who believe they are going to make money from VR.
The first is developers, the second are fools.
We've all been here before (many times) with attempts to monetize in new space.
I am monetizing as a VR analyst and consultant (3 month contract, extended to end January 2017), with spreadsheets of gradings of qualities of the apps (more on that next year), but I would be a fool to say I have a business model yet.
An eco-system is forming, with people serving developers too, but it won't be easy for non-professionals to create content in this space until it is, by which point everyone will be able to.
Go gently, it is amazing. That's all I am saying.
With that in mind, let's begin...
Facebook (a social platform) owns Oculus - one of the largest in the space
And Oculus is slowly building into a social experience - with 'gaming' being a keen focus
(think: 'Rec Room' for engagement, and Oculus Social for videos)
As such, know this:
On all these platforms - you are either a consumer, or a producer (and sometimes both)
In other words, if you are 'researching', make sure you make loads of notes and develop a specific skill set of understanding - or you could just have a cool experience.
There will be loads of perspectives...
*sure VR/AR/MR, but we are starting with VR
No-one really understands how to market in these spaces yet, so don't believe them if they tell you they do.
But there are a few things I can see happening...
All of this I am writing comedy about, of course.
These are some of my favourite experiences of all, and...
If you want to 'get into VR' you will want to film the experiences - and I've found there is a lot of subtle set up required.
Leads, extension leads, microphones, camera angles, lighting, etc.
All of this is added to when you consider Room Scale. I'll put something together for the community on what I've learned in due course as 'it will happen'.
This past few months have been great for me - getting paid to explore VR.
If you can get a gig like that too, you are onto a winner, but remember everyone...a rising tide lifts all boats...
...which is great, if you happen to own a boat.
If you are a developer and want to chat about consulting, I am here.