Spotlight on Media & Entertainment: Virtual Reality

L.E.K. Consulting
L.E.K. ConsultingL.E.K. Consulting
VIRTUAL REALITY
Executive Insights | SPOTLIGHT ON MEDIA & ENTERTAINMENT
What are the approaches to virtual reality? »
Virtual Reality:
What does VR Look Like Today, and What Will Lead to Its Adoption?
L.E.K. Consulting / June 2015  LEK.COM
As new technologies are
developed and price points
drop, virtual reality (VR) is poised
to take off for some
applications.
In this new Executive Insights’
“Spotlight on Media 
Entertainment” series, L.E.K.
seeks to answer the following
questions:
•	 What are the three
approaches to VR, and which
players are using each
approach?
•	 Is VR possible without the
expensive glasses?
•	 What will be the main drivers
of VR adoption?
VIRTUAL REALITY
Executive Insights | SPOTLIGHT ON MEDIA  ENTERTAINMENT
What sets Super VR apart? »
There Are Actually Three Virtual Realities:
Many Think Only Traditional Super VR, But There Are Three Types
L.E.K. Consulting / June 2015  LEK.COM
Super VR
(dedicated display
built into headset)
1.
Key brands Key brands Key brands
Medium VR
(split-screen smartphone
display used by headset)
Casual Mobile VR
(smartphone-only VR)
Project MorpheusProject Morpheus
Cardboard	
  
2. 3.There are three approaches to
providing VR:
1.	 Super VR
2.	 Medium VR
3.	 Casual Mobile VR
A format war is breaking out
among these three approaches,
as well as among the individual
companies using each approach.
Let’s first discuss the traditional
dedicated display approach to
virtual reality, Super VR.
Source: L.E.K. analysis
Project Morpheus
Project Morpheus
L.E.K. Consulting / June 2015  LEK.COM
VIRTUAL REALITY
Executive Insights | SPOTLIGHT ON MEDIA  ENTERTAINMENT
L.E.K. Consulting / June 2015  LEK.COM
Without a doubt, Super VR
headsets will offer the most
realistic VR experience with
separate displays for each eye.
Advanced technology in the
headsets that will contribute to
the realism include:
•	 360 degree head tracking so
viewers can look around as
in the real world
•	 Wide field of view (Oculus
provides 110 degrees)
•	 3D positional audio (Sony
Project Morpheus)
•	 Augmented reality
(Microsoft HoloLens overlays
holographic images over real
world scenery)
What content is available for Super VR? »
Beam Me to The Holodeck With Super VR:
Advanced Technologies for the VR-Purist
Price
Casual Mobile VR
(smartphone-only VR)
TBD
Oculus Rift
Sony Project Morpheus
Microsoft HoloLens
Expected Release
Early 2016
First half
of 2016
2016
Software Source
Plugs into
computers’
DVI  USB ports
Connects to
Playstation 4’s HDMI 
USB ports
Full Windows 10 system
built into headset
$500
(expected)
Source: L.E.K. analysis
L.E.K. Consulting / June 2015  LEK.COM
VIRTUAL REALITY
Executive Insights | SPOTLIGHT ON MEDIA  ENTERTAINMENT
L.E.K. Consulting / June 2015  LEK.COM
Could VR work at a lower cost using mobile phone displays? »
Fan Boy Excitement: Super VR Content is Hardcore Immersive
Entertainment To Discerning Fan Boys
Photo:Frontier Developments
Source: Elite Dangerous
A few developers are already
churning out content for
Super VR.
Only a few games are currently
available, given the cost to
create content and the low
installed base of expensive
Super VR development-stage
glasses.
Fan favorites include VR
updates to older hardcore
gaming franchises like Elite,
Half-life and Minecraft.
A few developers are
producing content for
Super VR. For example, in
Elite Dangerous, viewers
experience immersive
space combat, diving and
twisting through a real-
time 3D environment.
L.E.K. Consulting / June 2015  LEK.COM
VIRTUAL REALITY
Executive Insights | SPOTLIGHT ON MEDIA  ENTERTAINMENT
L.E.K. Consulting / June 2015  LEK.COM
In Medium VR headsets, the
smartphone contains the real VR
power for lower-cost glasses
(even cardboard “glasses” with
Google Cardboard).
Key elements enabling the
Medium VR experience include:
•	 An app to split the
smartphone screen
•	 Tracking of the head
orientation via built-in phone
sensors (gyroscope, magnetic
compass, gravity sensor)
•	 Tracking of the head location
via GPS and accelerometers
What are the price points and who is providing Medium VR? »
Easy Does It:
Medium VR Headsets Prove the Power of Simplicity and Lower Cost
Source: PC Mag
By splitting the screen,
the retina of each eye
receives a 2D projection,
which the brain reconstructs
into a 3D experience.
In the Google Cardboard
approach, headset magnets
work with the phone’s
magnetic gyroscope sensor;
sleeker versions use a
button to replace the literal
Google magnet.
L.E.K. Consulting / June 2015  LEK.COM
VIRTUAL REALITY
Executive Insights | SPOTLIGHT ON MEDIA  ENTERTAINMENT
L.E.K. Consulting / June 2015  LEK.COM
Medium VR lets consumers use
their existing smartphones to
power VR headsets.
Key benefits of Medium
VR include:
•	 Lower price than Super
VR headsets
•	 More immersive VR
experience than Casual
Mobile VR (see next)
•	 Smartphones (and therefore
VR software) are easily
upgraded
What content is available for Medium VR? »
Holodeck on the Cheap: Quick-to-Market Medium VR Headsets use
Smartphones For Cheaper Modern VR
Price
$5-60,
depending
on case brand
$99.99
$199.99
Google Cardboard
Carl Zeiss VR One
Samsung Gear VR
Smartphone
Compatibility
Any phone
with iOS or
Jelly Bean 4.1
or later
Any iOS or
Android with
4.7-5.2 inch screen
Samsung Note 4
or Galaxy S6
Software
Development Kit
Google offers
Android
and Unity 3D SDKs
Unity 3D SDK
Oculus Mobile SDK
Source: L.E.K. analysis
L.E.K. Consulting / June 2015  LEK.COM
VIRTUAL REALITY
Executive Insights | SPOTLIGHT ON MEDIA  ENTERTAINMENT
L.E.K. Consulting / June 2015  LEK.COM
Could VR work without the glasses? »
Hold on Tight:
Medium VR Content Offers Viewers Exciting New Experiences
Photo: VR Roller Coaster
Source: Trusted Reviews
With relatively inexpensive
headsets already on the market
and open source software
development kits (SDKs),
developers are already churning
out content for
Medium VR.
Fan favorites include
rollercoaster rides, zombie
shoot-outs and a Volvo
test drive.
Developers are producing
content for Medium VR.
For example, In VR Roller
Coaster, viewers are in
the front seat as the ride
twists and turns.
VIRTUAL REALITY
Executive Insights | SPOTLIGHT ON MEDIA  ENTERTAINMENT
L.E.K. Consulting / June 2015  LEK.COM
How are consumers using Casual Mobile VR? »
Apart from VR headsets, there
is another intriguing approach
to virtual reality – VR enabled
simply by using one’s own
smartphone.
The Casual Mobile VR approach
is the only way for the masses
to view VR content without
expensive glasses. It is also ideal
for those who want the VR
experience without the dorky
headpiece.
Casual Mobile VR is an optimal
vehicle for music videos, movie
trailers, film shorts and other
forms of entertainment that
people want to keep in their
pockets.
The New Reality is Casual Mobile VR:
A Cheap Alternative Approach to VR That Billions Can View Today
Photo: Adtile Technologies
Enter a VR world by
simply looking at your
phone and interact
with that VR world
by moving the phone
around.
VIRTUAL REALITY
Executive Insights | SPOTLIGHT ON MEDIA  ENTERTAINMENT
L.E.K. Consulting / June 2015  LEK.COM
Which consumer applications for VR will lead to mass adoption? »
Placing Fans Closer to their Favorite Stars:
Casual Mobile VR is Real Today for Interactive Music Videos
Source: Wall Street Journal, RadicalMedia, American Express
Viewers can move
their phone or swipe
the screen to see
around the rooms.
Viewers can click on
doors to visit the six
different rooms while the
music and video play.
An intriguing use of lightweight
VR is the American Express’
Onstage Taylor Swift Blank Space
Experience app, which lets fans
interact with Swift’s “Blank
Space” music video.
Rather than simply watch as
Swift flits through palatial
rooms, Casual Mobile VR lets
fans navigate throughout the
music video on their own accord.
This application requires
downloading a big app, but new
approaches are on the way
(smaller apps as well as “stream
to the phone” similar to
YouTube).
VIRTUAL REALITY
Executive Insights | SPOTLIGHT ON MEDIA  ENTERTAINMENT
L.E.K. Consulting / June 2015  LEK.COM
Why is gaming such a strong driver? »
While VR has been a familiar
topic for decades now, what
applications will finally drive
consumer adoption?
These applications (see right)
will drive VR to the tipping
point and lead to mass
adoption.
VR for the Masses:
Which Consumer Applications for Virtual Reality Will Pave the Way?
Four Key Drivers of Virtual Reality Adoption
Gaming
Sports
3-D
Animation
VIRTUAL REALITY
Executive Insights | SPOTLIGHT ON MEDIA  ENTERTAINMENT
L.E.K. Consulting / June 2015  LEK.COM
How could VR change the sports viewing experience? »
As Super VR headset
competitors prepare to release
their headpieces, they are
pushing for gaming content
creation, knowing that
compelling content will drive
hardware sales.
As more developers work to
develop content, more are likely
to hit on games that excite
consumers enough to promote
headset sales. As a result,
headset developers are pushing
SDKs to tens of thousands of
developers.
If You Build It, They Will Come:
Gaming as a Strategy to Incite Consumer Demand for VR Headsets
“… People won’t want to buy a VR headset if they can’t use it for a
compelling game. And these games need
to be ready to go when the headsets hit the market …”
CNN, June 2014
Source: CNN
VIRTUAL REALITY
Executive Insights | SPOTLIGHT ON MEDIA  ENTERTAINMENT
L.E.K. Consulting / June 2015  LEK.COM
How could film studios use VR to promote upcoming releases? »
There are three reasons why
sports offer prime content for
VR adoption:
1.	 Filming live game content
that is already being
produced is cheaper than
developing new content
2.	 Sports fans want immersive,
high-quality content, as
shown by early adoption
of HD
3.	 Fans will pay large sums for
this viewing experience, likely
through a Pay-Per-View
model
Grand Slam:
Sports as a Unique Opportunity to Leverage VR
Photo: NextVR
Source: Toronto Star
“… Every sports league, team, corporate America, sponsors and
broadcaster… They all want to have a VR strategy,
because they know this is coming and it is totally disruptive …”
Brad Allen, Chairman of NextVR, April 2015
Imagine “sitting” next
to Jack Nicholson
courtside at a Lakers
game in an immersive
3D viewing world for
a $60 pay-per-view
ticket.
VIRTUAL REALITY
Executive Insights | SPOTLIGHT ON MEDIA  ENTERTAINMENT
L.E.K. Consulting / June 2015  LEK.COM
Why would 3-D animation be a driver in VR adoption? »
Major movie studios spend a lot
to market films (close to half a
billion for each studio each
year), and many are already
gearing up to produce VR
trailers to promote their films.
Some say every big tent-pole
movie release will have a VR
trailer.
Lionsgate has already shown
the appetite for VR advertising
promotions by partnering with
Samsung and investing in
“Shatter Reality,” a virtual
reality experience aligned with
the film “Insurgent.”
Entering the Twilight Zone:
Viewers Step Into Films with VR Movie Trailers
Photo: Lionsgate
Source: Lionsgate press release
“… Virtual reality elevates the world of Divergent to a whole new level
by creating a uniquely exciting and immersive experience for our fans …”
Tim Palen, Lionsgate Chief Marketing Officer, February 2015
In “Shatter
Reality,” viewers
are immersed in the
role of “Divergent”
members of society
and must undergo a
series of VR mental
simulations.
VIRTUAL REALITY
Executive Insights | SPOTLIGHT ON MEDIA  ENTERTAINMENT
L.E.K. Consulting / June 2015  LEK.COM
What have we learned? »
With conventional 3D cartoon
animation repurposed for VR,
viewers can move within a film.
Rather than develop new
content, as in the case of
gaming or live action, pre-
existing 2D or 3D renderings
can be adapted for VR. In other
words, a movie studio
producing a 3D animated movie
can take the 3D models
developed for a feature film and
then repurpose this existing
content for VR.
Not Your Average Sunday Morning Cartoon:
Virtual Reality Enables Immersive Animated Viewing
Photo: OTOY Inc. and DC Entertainment
Source: Cartoon Brew
“… As the animation art form evolves in the 21st century, it has the
potential to transcend its history as a passive viewing experience and
become an immersive and interactive experience in which the viewer
experiences the cartoon world from within …”
Cartoon Brew, November 2014
Bruce Timm, creator of
“Batman: The Animated
Series,” is recreating the
“Bat-cave” from the
show’s original 1992
designs and fans will be
able to view it through
VR devices.
VIRTUAL REALITY
Executive Insights | SPOTLIGHT ON MEDIA  ENTERTAINMENT
L.E.K. Consulting / June 2015  LEK.COM
Our Executive Insights’
“Spotlight on Media 
Entertainment” series covering
“Virtual Reality” has clarified
the complex approaches to the
VR space and identified key
drivers of VR adoption.
Current momentum in the
development of viewing
devices and VR content
indicate that VR is here to stay
and grow.
Our Outlook:
Virtual Reality is Becoming a Reality
What have we learned about Virtual Reality?
1.	 Three approaches: Super VR, Medium VR and Casual Mobile VR
a)	 Super VR headsets are yet to be released to the public but promise exceptional immersive
experiences
b) 	 Medium VR headsets are relatively simple but their simplicity and low cost has driven a big
catalog of good VR content
c) 	 Casual Mobile VR is an accessible approach to virtual reality that billions can view today
(requiring nothing more than the already ubiquitous smartphone); and this will drive the
market this year
2.	 There will be a format war among the three approaches and among the ~20 companies trying
to own the format – only a few can win the upcoming war
3.	 Gaming, sports, content promotion and 3D animation applications will drive both the mass
adoption of virtual reality and which companies will win
L.E.K. Consulting is a registered trademark of L.E.K. Consulting LLC. All other products and brands mentioned in this document are properties of
their respective owners.
© 2015 L.E.K. Consulting LLC
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Spotlight on Media & Entertainment: Virtual Reality

  • 1. VIRTUAL REALITY Executive Insights | SPOTLIGHT ON MEDIA & ENTERTAINMENT What are the approaches to virtual reality? » Virtual Reality: What does VR Look Like Today, and What Will Lead to Its Adoption? L.E.K. Consulting / June 2015 LEK.COM As new technologies are developed and price points drop, virtual reality (VR) is poised to take off for some applications. In this new Executive Insights’ “Spotlight on Media Entertainment” series, L.E.K. seeks to answer the following questions: • What are the three approaches to VR, and which players are using each approach? • Is VR possible without the expensive glasses? • What will be the main drivers of VR adoption?
  • 2. VIRTUAL REALITY Executive Insights | SPOTLIGHT ON MEDIA ENTERTAINMENT What sets Super VR apart? » There Are Actually Three Virtual Realities: Many Think Only Traditional Super VR, But There Are Three Types L.E.K. Consulting / June 2015 LEK.COM Super VR (dedicated display built into headset) 1. Key brands Key brands Key brands Medium VR (split-screen smartphone display used by headset) Casual Mobile VR (smartphone-only VR) Project MorpheusProject Morpheus Cardboard   2. 3.There are three approaches to providing VR: 1. Super VR 2. Medium VR 3. Casual Mobile VR A format war is breaking out among these three approaches, as well as among the individual companies using each approach. Let’s first discuss the traditional dedicated display approach to virtual reality, Super VR. Source: L.E.K. analysis Project Morpheus Project Morpheus
  • 3. L.E.K. Consulting / June 2015 LEK.COM VIRTUAL REALITY Executive Insights | SPOTLIGHT ON MEDIA ENTERTAINMENT L.E.K. Consulting / June 2015 LEK.COM Without a doubt, Super VR headsets will offer the most realistic VR experience with separate displays for each eye. Advanced technology in the headsets that will contribute to the realism include: • 360 degree head tracking so viewers can look around as in the real world • Wide field of view (Oculus provides 110 degrees) • 3D positional audio (Sony Project Morpheus) • Augmented reality (Microsoft HoloLens overlays holographic images over real world scenery) What content is available for Super VR? » Beam Me to The Holodeck With Super VR: Advanced Technologies for the VR-Purist Price Casual Mobile VR (smartphone-only VR) TBD Oculus Rift Sony Project Morpheus Microsoft HoloLens Expected Release Early 2016 First half of 2016 2016 Software Source Plugs into computers’ DVI USB ports Connects to Playstation 4’s HDMI USB ports Full Windows 10 system built into headset $500 (expected) Source: L.E.K. analysis
  • 4. L.E.K. Consulting / June 2015 LEK.COM VIRTUAL REALITY Executive Insights | SPOTLIGHT ON MEDIA ENTERTAINMENT L.E.K. Consulting / June 2015 LEK.COM Could VR work at a lower cost using mobile phone displays? » Fan Boy Excitement: Super VR Content is Hardcore Immersive Entertainment To Discerning Fan Boys Photo:Frontier Developments Source: Elite Dangerous A few developers are already churning out content for Super VR. Only a few games are currently available, given the cost to create content and the low installed base of expensive Super VR development-stage glasses. Fan favorites include VR updates to older hardcore gaming franchises like Elite, Half-life and Minecraft. A few developers are producing content for Super VR. For example, in Elite Dangerous, viewers experience immersive space combat, diving and twisting through a real- time 3D environment.
  • 5. L.E.K. Consulting / June 2015 LEK.COM VIRTUAL REALITY Executive Insights | SPOTLIGHT ON MEDIA ENTERTAINMENT L.E.K. Consulting / June 2015 LEK.COM In Medium VR headsets, the smartphone contains the real VR power for lower-cost glasses (even cardboard “glasses” with Google Cardboard). Key elements enabling the Medium VR experience include: • An app to split the smartphone screen • Tracking of the head orientation via built-in phone sensors (gyroscope, magnetic compass, gravity sensor) • Tracking of the head location via GPS and accelerometers What are the price points and who is providing Medium VR? » Easy Does It: Medium VR Headsets Prove the Power of Simplicity and Lower Cost Source: PC Mag By splitting the screen, the retina of each eye receives a 2D projection, which the brain reconstructs into a 3D experience. In the Google Cardboard approach, headset magnets work with the phone’s magnetic gyroscope sensor; sleeker versions use a button to replace the literal Google magnet.
  • 6. L.E.K. Consulting / June 2015 LEK.COM VIRTUAL REALITY Executive Insights | SPOTLIGHT ON MEDIA ENTERTAINMENT L.E.K. Consulting / June 2015 LEK.COM Medium VR lets consumers use their existing smartphones to power VR headsets. Key benefits of Medium VR include: • Lower price than Super VR headsets • More immersive VR experience than Casual Mobile VR (see next) • Smartphones (and therefore VR software) are easily upgraded What content is available for Medium VR? » Holodeck on the Cheap: Quick-to-Market Medium VR Headsets use Smartphones For Cheaper Modern VR Price $5-60, depending on case brand $99.99 $199.99 Google Cardboard Carl Zeiss VR One Samsung Gear VR Smartphone Compatibility Any phone with iOS or Jelly Bean 4.1 or later Any iOS or Android with 4.7-5.2 inch screen Samsung Note 4 or Galaxy S6 Software Development Kit Google offers Android and Unity 3D SDKs Unity 3D SDK Oculus Mobile SDK Source: L.E.K. analysis
  • 7. L.E.K. Consulting / June 2015 LEK.COM VIRTUAL REALITY Executive Insights | SPOTLIGHT ON MEDIA ENTERTAINMENT L.E.K. Consulting / June 2015 LEK.COM Could VR work without the glasses? » Hold on Tight: Medium VR Content Offers Viewers Exciting New Experiences Photo: VR Roller Coaster Source: Trusted Reviews With relatively inexpensive headsets already on the market and open source software development kits (SDKs), developers are already churning out content for Medium VR. Fan favorites include rollercoaster rides, zombie shoot-outs and a Volvo test drive. Developers are producing content for Medium VR. For example, In VR Roller Coaster, viewers are in the front seat as the ride twists and turns.
  • 8. VIRTUAL REALITY Executive Insights | SPOTLIGHT ON MEDIA ENTERTAINMENT L.E.K. Consulting / June 2015 LEK.COM How are consumers using Casual Mobile VR? » Apart from VR headsets, there is another intriguing approach to virtual reality – VR enabled simply by using one’s own smartphone. The Casual Mobile VR approach is the only way for the masses to view VR content without expensive glasses. It is also ideal for those who want the VR experience without the dorky headpiece. Casual Mobile VR is an optimal vehicle for music videos, movie trailers, film shorts and other forms of entertainment that people want to keep in their pockets. The New Reality is Casual Mobile VR: A Cheap Alternative Approach to VR That Billions Can View Today Photo: Adtile Technologies Enter a VR world by simply looking at your phone and interact with that VR world by moving the phone around.
  • 9. VIRTUAL REALITY Executive Insights | SPOTLIGHT ON MEDIA ENTERTAINMENT L.E.K. Consulting / June 2015 LEK.COM Which consumer applications for VR will lead to mass adoption? » Placing Fans Closer to their Favorite Stars: Casual Mobile VR is Real Today for Interactive Music Videos Source: Wall Street Journal, RadicalMedia, American Express Viewers can move their phone or swipe the screen to see around the rooms. Viewers can click on doors to visit the six different rooms while the music and video play. An intriguing use of lightweight VR is the American Express’ Onstage Taylor Swift Blank Space Experience app, which lets fans interact with Swift’s “Blank Space” music video. Rather than simply watch as Swift flits through palatial rooms, Casual Mobile VR lets fans navigate throughout the music video on their own accord. This application requires downloading a big app, but new approaches are on the way (smaller apps as well as “stream to the phone” similar to YouTube).
  • 10. VIRTUAL REALITY Executive Insights | SPOTLIGHT ON MEDIA ENTERTAINMENT L.E.K. Consulting / June 2015 LEK.COM Why is gaming such a strong driver? » While VR has been a familiar topic for decades now, what applications will finally drive consumer adoption? These applications (see right) will drive VR to the tipping point and lead to mass adoption. VR for the Masses: Which Consumer Applications for Virtual Reality Will Pave the Way? Four Key Drivers of Virtual Reality Adoption Gaming Sports 3-D Animation
  • 11. VIRTUAL REALITY Executive Insights | SPOTLIGHT ON MEDIA ENTERTAINMENT L.E.K. Consulting / June 2015 LEK.COM How could VR change the sports viewing experience? » As Super VR headset competitors prepare to release their headpieces, they are pushing for gaming content creation, knowing that compelling content will drive hardware sales. As more developers work to develop content, more are likely to hit on games that excite consumers enough to promote headset sales. As a result, headset developers are pushing SDKs to tens of thousands of developers. If You Build It, They Will Come: Gaming as a Strategy to Incite Consumer Demand for VR Headsets “… People won’t want to buy a VR headset if they can’t use it for a compelling game. And these games need to be ready to go when the headsets hit the market …” CNN, June 2014 Source: CNN
  • 12. VIRTUAL REALITY Executive Insights | SPOTLIGHT ON MEDIA ENTERTAINMENT L.E.K. Consulting / June 2015 LEK.COM How could film studios use VR to promote upcoming releases? » There are three reasons why sports offer prime content for VR adoption: 1. Filming live game content that is already being produced is cheaper than developing new content 2. Sports fans want immersive, high-quality content, as shown by early adoption of HD 3. Fans will pay large sums for this viewing experience, likely through a Pay-Per-View model Grand Slam: Sports as a Unique Opportunity to Leverage VR Photo: NextVR Source: Toronto Star “… Every sports league, team, corporate America, sponsors and broadcaster… They all want to have a VR strategy, because they know this is coming and it is totally disruptive …” Brad Allen, Chairman of NextVR, April 2015 Imagine “sitting” next to Jack Nicholson courtside at a Lakers game in an immersive 3D viewing world for a $60 pay-per-view ticket.
  • 13. VIRTUAL REALITY Executive Insights | SPOTLIGHT ON MEDIA ENTERTAINMENT L.E.K. Consulting / June 2015 LEK.COM Why would 3-D animation be a driver in VR adoption? » Major movie studios spend a lot to market films (close to half a billion for each studio each year), and many are already gearing up to produce VR trailers to promote their films. Some say every big tent-pole movie release will have a VR trailer. Lionsgate has already shown the appetite for VR advertising promotions by partnering with Samsung and investing in “Shatter Reality,” a virtual reality experience aligned with the film “Insurgent.” Entering the Twilight Zone: Viewers Step Into Films with VR Movie Trailers Photo: Lionsgate Source: Lionsgate press release “… Virtual reality elevates the world of Divergent to a whole new level by creating a uniquely exciting and immersive experience for our fans …” Tim Palen, Lionsgate Chief Marketing Officer, February 2015 In “Shatter Reality,” viewers are immersed in the role of “Divergent” members of society and must undergo a series of VR mental simulations.
  • 14. VIRTUAL REALITY Executive Insights | SPOTLIGHT ON MEDIA ENTERTAINMENT L.E.K. Consulting / June 2015 LEK.COM What have we learned? » With conventional 3D cartoon animation repurposed for VR, viewers can move within a film. Rather than develop new content, as in the case of gaming or live action, pre- existing 2D or 3D renderings can be adapted for VR. In other words, a movie studio producing a 3D animated movie can take the 3D models developed for a feature film and then repurpose this existing content for VR. Not Your Average Sunday Morning Cartoon: Virtual Reality Enables Immersive Animated Viewing Photo: OTOY Inc. and DC Entertainment Source: Cartoon Brew “… As the animation art form evolves in the 21st century, it has the potential to transcend its history as a passive viewing experience and become an immersive and interactive experience in which the viewer experiences the cartoon world from within …” Cartoon Brew, November 2014 Bruce Timm, creator of “Batman: The Animated Series,” is recreating the “Bat-cave” from the show’s original 1992 designs and fans will be able to view it through VR devices.
  • 15. VIRTUAL REALITY Executive Insights | SPOTLIGHT ON MEDIA ENTERTAINMENT L.E.K. Consulting / June 2015 LEK.COM Our Executive Insights’ “Spotlight on Media Entertainment” series covering “Virtual Reality” has clarified the complex approaches to the VR space and identified key drivers of VR adoption. Current momentum in the development of viewing devices and VR content indicate that VR is here to stay and grow. Our Outlook: Virtual Reality is Becoming a Reality What have we learned about Virtual Reality? 1. Three approaches: Super VR, Medium VR and Casual Mobile VR a) Super VR headsets are yet to be released to the public but promise exceptional immersive experiences b) Medium VR headsets are relatively simple but their simplicity and low cost has driven a big catalog of good VR content c) Casual Mobile VR is an accessible approach to virtual reality that billions can view today (requiring nothing more than the already ubiquitous smartphone); and this will drive the market this year 2. There will be a format war among the three approaches and among the ~20 companies trying to own the format – only a few can win the upcoming war 3. Gaming, sports, content promotion and 3D animation applications will drive both the mass adoption of virtual reality and which companies will win L.E.K. Consulting is a registered trademark of L.E.K. Consulting LLC. All other products and brands mentioned in this document are properties of their respective owners. © 2015 L.E.K. Consulting LLC