June 11, 2017

Coercive immersive

2016 was the year immersive content went big time. NBC broadcast the Olympics in 360-degree video. Pokémon Go got millions of smartphone-mesmerized people out of the house. Virtual reality made the cover of Time. And major players rolled out headline-grabbing VR devices, including Samsung Gear VR, Oculus Rift, HTC Vive, and Google Daydream View. The era of affordable and viable VR for the masses had arrived. But virtual isn’t the only game in town. There’s also augmented reality and mixed reality vying for consumers’ attention.

In my newest article for EContent Magazine, I explore the current state of virtual and augmented reality content and what innovations the future may bring. Read it here.