To now, children have not been a target audience for Virtual Reality. Now, with technology improvements, cost decreases, the advent of Google Cardboard, and better understanding of VR's content potential, Dubit believes that 2016 will be a watershed year for kids and VR.
Find out why in this excerpt from Dubit's presentation at the Cinekid for Professionals 2015 conference, in Amsterdam, and contact us for much more.
2. Dubit
Dubit Limited | The Half Roundhouse | Wellington Road | Leeds | LS12 1DR | UK
This is an excerpt from a presentation that Dubit SVP of Global Trends, David
Kleeman, gave at Cinekid 2015. For the complete set of slides, contact
sam.jermy@dubitlimited.com
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Mindful that children have been a “hands off” audience to now, Dubit has researched young
people’s comfort, safety, engagement and interests with virtual reality. We are already a
leading content analyst, operating a free download site, WEARVR.com, and helping clients
with emerging strategies. We’re exploring these big questions; how can we help you?
Content
In VR, what is “sticky,” “deep” and “social”?
Will gaming or experiences lead the way in VR for children?
How can VR be used for narrative?
When do kids care about VR immersion vs. 360 vs. 3D?
Distribution & Sustainability
Will people buy one all-purpose device or several for different uses?
Will the hardware market support one or several providers?
What will people pay for VR content, and under what business models?
Dubit: The Leading Kids & VR Strategy Consultancy
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Four Myths About Virtual Reality
1. It’s Not for Kids (Dubit Research)
Comfort & ease
Kids’ likes and dislikes
2. It’s Expensive
Cardboard & mobile change the game
Smartphone penetration & speed make it possible
3. It’s a Long Way Away
For school and play, worldwide, 2016 & 2017 are critical
4. It’s a Gimmick
It’s immersive in ways TV and 3D never were
With AR, kids are producers, not just consumers
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Empathy
Stanford Virtual Human Interaction Lab:
Understanding of what it's like to be someone else (e.g., a war refugee)
University of London:
“Self Resemblance” - seeing yourself as someone else in a mirror
Autism
Controlled sensory stimuli while practicing real-world simulations
Ubuntu: I Am Because You Are
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Kids at the Center
In VR, if a story is told well,
it is actually all about you.
• Make eye contact.
• Don’t get too close to crying characters.
• Appreciate that you no longer
have a fourth wall.
Saschka Unseld
Creative Director of Oculus Story Studios