• Content

VR Distribution

  • 16 December 2020

The beginning of the VR wave was dominated by the omnipresence of stores, followed by the development of the LBE and by the contextualization of artworks in cultural places. These offered new opportunities for distribution (with many audience successes, and also many commercial failures), and virtual platforms - boosted by the current pandemic - are now skyrocketing and becoming places of distribution and social experience for immersive creations. How can one circumnavigate this jungle in motion in order to build a coherent and lucrative distribution and broadcasting plan for immersive narrative and cultural creations? Which are the promising and growing opportunities for a creator to take into account when developing his work in order to best anticipate its distribution? Is Home/Mobile Entertainment the future for XR works? Will LBE just become a way to offer a premium version of selected experiences?

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