VR at BuzzFeed: The Case for Adoption of VR/AR Technology and Content

Virtual Reality and Augmented Reality are on the rise. They have a multitude of uses, from expanding learning in classrooms to playing video games immersed in the fictional world. In the next 5 years, it is estimated that the global AR and VR market size will reach $215 billion. It is also projected that the total number of virtual reality headsets in the world will reach 82 million by 2020. Current VR gaming revenue worldwide is $5.8 million. (Gordon)

With these projections, it would benefit BuzzFeed to tap into this market. Beginning with reaching the internet’s video gaming community through videos, such as Keith’s series on controlling the Try Guys in the Sims 4, this nostalgic throwback list to educational games, and this gift guide for your nerdy friends. These can be expanded. BuzzFeed can partner with ThinkGeek, Xbox, Playstation, and game developers like Bethesda or Ubisoft to create sponsored content like gift guides and videos. There can be a gaming series where someone who is terrible at video games tries to play through one, invite a professional gamer on to help coach them, think Conan O’Brien’s “Clueless Gamer” wherein Conan attempts to play a game while providing a review of the game itself. Another video series could explore people who game a lot trying to see if their skills in the virtual world translate to the real world. For example, seeing if they can shoot a bow and arrow after playing Skyrim, or if they are any good at parkour after playing Assassin’s Creed.

The second step is to transition to virtual reality content, first for games, then for movies and other virtual content like teaching tools or visiting a far off place. Once a foothold has been established in the gaming community, it will be easier to transition to VR, since an audience already exists.

 

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