-->

VR Is a Marathon Not a Sprint, Road to Adoption Will Take Years: Video

Article Featured Image

 

Troy Dreier: Hi everyone. This is Troy Dreier of StreamingMedia.com coming to you from Streaming Media East 2016. I'm having conversation with some of the thought leaders of the industry while were here. Joining me right now is Joel Espelien, senior analyst for The Diffusion Group, one of the principle analysts of the new video economy. Joel is here talking about VR today. He's moderating a panel on virtual reality. I'm not a believer. Can you convince me, or are you not that big on it yourself? Where do you stand?

Joel Espelien: First, thanks. Great to be with you Troy. I consider myself a VR realist. I think that a part of the industry is way too optimistic about VR right now and thinking that it's going to be massive media tomorrow. I think the other part of the industry is way too skeptical thinking it's another 3D, and it's going to die out in six months. I think neither is true. VR is real, but it's a marathon and not a sprint. It's going to take a long time to get mass adoption.

Troy Dreier: We're seeing so many content companies pouring money into VR efforts, trying to get people to use Goggle Cardboard and Oculus Rift and experience their content in virtual reality and 360. Is it going to pay off for them? Are they going to see returns on that invest?

Joel Espelien: I think there's a lot of FOMO right now. Fear of missing out on VR. I think we're in a classic trial phase. We've lived through this in the mobile industry when there was tons of trialing and piloting of mobile video before it turned into anything. This seems is deja vu all over again with VR. I don't think most of these early pilots and trials are going to produce a very high ROI, but hopefully for those that do it well it is going to product some learning that may bear some fruit down the road.

Troy Dreier: Is it just about gaming right now, or are there entertainment things that are going to pay off?

Joel Espelien: I think gaming is the market maker. Why I think that's probably going to be important is you've got to understand that the early adopter VR user is a gamer. You're talking about a young male demographic. I really puzzle when I see some of the high culture travel type VR that looks like it's targeted to an affluent baby boomer type market. To me, that's not the VR type market. I think those that have done video target that's highly target that could easily crossover into that young gamer audience is going to do a lot better.

Troy Dreier: We're seeing a lot with concerts, also, you-are-there experiences.

Joel Espelien: Another good one, right? I think it's got to be the right show. I'm not sure I would do the Rolling Stones if I was going to target VR right now because I don't think those people are going to put on a headset, but for the right acts I think music is another good crossover immersive type thing. Especially festival type stuff. Not necessarily traditional big stadium type stuff, but things that are a little more organic, I think might be interesting.

Troy Dreier: Now for the hardware, who's going to win out. I've got four Google Cardboards at home that I never even use. Are we all going to be throwing out our Cardboards in a few years and using other devices.

Joel Espelien: Fortunately those Cardboards are recyclable, Troy, so they're environmentally friendly. I compare it to I've been revisitign the early days of video consoles, which was the area that I grew up in as a kid. You've got to remember, we went through an entire generation of Atari 2600s, Intellivision, Colecovision, my personal favorite. The fact that I can pitch Colecovision on here is a boost. But all those things then died out in the '82 video game crash. Including Atari went bankrupt. Yet was the Atari 2600 successful in its day? Sure. I think that's absolutely where we're at with VR today. We're in the Atari 2600 era where things can get big without necessarily being the long-term sustainable successful.

Troy Dreier: I only threw away my Intellivison a year ago.

Joel Espelien: You threw it away?

Troy Dreier: Well someone at Salvation Army got it. Some got it and about 20 games. I hope it found a good home.

Joel Espelien: Nice.

Troy Dreier: Thank you for joining me Joel. This is Troy Dreier coming to you from Streaming Media East.

Streaming Covers
Free
for qualified subscribers
Subscribe Now Current Issue Past Issues
Related Articles

Video: Technical Challenges of Effective VR 360 Delivery

Richard Lucquet of Verizon discusses the ongoing impediments to processing and delivering a truly immersive 360 VR experience using existing technologies.

Video: How VR is Changing the Rules of Visual Storytelling

Drea Bernardi of AOL Partner Studios discusses the new approach to visual storytelling demanded by VR production in this excerpt from her presentation at Streaming Media West 2016.

Live VR/360° Video Gets Social

NextVR, LiveLikeVR, Greenfish Labs, and others are pushing to make live sports VR/360°viewing more social with avatars, spatial audio, and more

Streaming Media East Teaches Enterprise Webcasting and VR: Video

For one PayPal executive, the recent Streaming Media East conference was a place to find answers about enterprise webcasting, and to learn about the present and future of virtual reality.

VR Producers Should Avoid Over-Hyping Their Products: Video

It's still early days for VR, and creating heighted expectations will only lead to disappointment, says one VR executive. Still, the area is advancing every month.

YouTube Will Launch Dedicated VR Video App Later This Year

NBA, BuzzFeed, and Tastemade are already on board as sponsors, and YouTube is working with camera makers to expand its Jump platform.

SME 2016: VR Video Is Cumbersome, But Still in its Infancy

The cameras have poor controls, the headsets are bulky, and the results sometimes make people sick. Still, don't write off virtual reality just yet.

Stop the Skepticism: VR Video Makes a Believer Out of Anyone

Viewers don't need to strap a heavy piece of equipment to their heads to get immersed in virtual reality video. Even everyday scenes take on a new richness.