XR Around the World Snapshot
summary
Colombia shows concrete projects: a BMX VR game backed by Samsung, a live‑action 360 fund‑raiser to stop littering in the Sierra Nevada, and a 360 family video for a major water park distributed on Cardboard distribution because Oculus/HTC retail is effectively blocked by payment barriers; a grassroots VRcode community and university R&D exist but request international collaboration. China reports ~2200 investment deals in two years, >20 domestic headset brands and about 3000 location-based centers—most currently unprofitable—while market forecasts point to rapid multi‑billion dollar growth and a talent gap (US 40% vs China ~2%).
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chapters (6)
- 0:00XR impact in Colombia
- 2:58Colombian VR community
- 6:06China and Europe market
- 13:09Industry talent and investment
- 16:03VR content and experiences
- 20:55Hardware and challenges
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