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How does VR content material income examine to different media?


Datapoint of the Week is a recurring Sport Developer sequence made attainable by our sibling firm and world 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 12 months.

Moreover, 39% of this linear TV and video income – or $140bn – got here from promoting. Outdoors of some particular contexts, similar to YouTube viewing on VR headsets, promoting is a largely untapped – and unexplored – prospect throughout the VR ecosystem. As could 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 inexpensive.

In the long run, if VR is to achieve its potential and evolve into a real multimedia metaverse – full with its personal economic system – it’s nearly unattainable to consider that this won’t contain promoting. Nonetheless, crucially, this promoting will should be tailor-made to VR worlds and contexts in the identical method because the content material it is going to assist whether it is to develop into an efficient channel for publishers, builders, advertisers, and – most significantly – customers.

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

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