How does VR content material income examine to different media?

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Datapoint of the Week is a recurring Recreation Developer collection made doable by our sibling firm and international analysis chief Omdia.
VR content material income in 2020 stood at simply $1.1bn – for comparability, regardless of the shift in direction of digital and on-line media, whole linear TV income – together with pay-TV subscriptions, pay-TV VOD, and linear TV promoting – stood at $359bn in the identical yr.

Moreover, 39% of this linear TV and video income – or $140bn – got here from promoting. Outdoors of some particular contexts, resembling YouTube viewing on VR headsets, promoting is a largely untapped – and unexplored – prospect throughout the VR ecosystem. As will be seen from different media segments, promoting can add a major quantity of income into the content material ecosystem, whereas additionally increasing addressable audiences by making media extra reasonably priced.

In the long run, if VR is to succeed in its potential and evolve into a real multimedia metaverse – full with its personal financial system – it’s virtually not possible to imagine that this won’t contain promoting. Nonetheless, crucially, this promoting will must be tailor-made to VR worlds and contexts in the identical method because the content material it would assist whether it is to turn into an efficient channel for publishers, builders, advertisers, and – most significantly – customers.

For extra information on income in digital actuality, you may learn Omdia’s full report right here.

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