Entertainment in the XR Era
summary
Panelists argue XR already supports real projects: Warner Bros. pilots with IMAX VR centers and Dreamscape location-based titles, Nickelodeon builds a kid-focused social Nick Metaverse with multiplayer slime blasters, studios prototype full‑body tracking and active‑track backpacks for free‑roam VR, and The Void/Dreamscape show sensory effects like heat and touch in Star Wars and an alien zoo. Business reality: ticketed LBE and service work fund early revenue, porting across headsets costs dev time, and standalone devices like Oculus Go lower the demo barrier.
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chapters (12)
- 0:00Introduction and panelists
- 4:22Defining XR and immersion
- 7:52Monetization in immersive media
- 11:25Original vs branded IP strategies
- 15:57Bridge content and episodic storytelling
- 20:30Social and multiplayer XR experiences
- 22:36Location-based entertainment opportunities
- 26:49Technical challenges in XR production
- 29:40Home use and standalone headsets
- 31:47Dream projects in XR
- 33:53Advice for XR creators
- 37:43Call for diversity in XR
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