Music in Virtual Reality An Opportunity To Fill The Content Void
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20,000 foot view: A transformational technology in need of a meaningful content offering meets a wounded industry looking to new revenue streams. Despite their obvious differences, music (as one of the first and most vigorously disrupted mediums by the internet), and Virtual Reality (as a poster-child of technology’s brave new world), could yet prove natural allies. Early experiments by artists such as Björk, Paul McCartney and Run the Jewels have been well received. With music having already undergone an increasingly visual transition through the Century, a considered approach to VR opens doors to defining the music industry’s relationship with this exciting and embryonic art form.
Key Findings:
- Music as art form has already been visualised
- Interactive and entertainment forms are overriding purely ones in time spend amongst demographics
- Visual Albums Endless) have already shown a proof-of-concept for visual music experiences
- Consumer spending music experiences (Live, VIP) has in accordance with the decline products (downloads, CDs). VR brings ‘experience’ element to home entertainment
- Millennials are adopting VR hardware of year in the UK claim to a VR headset) though overall is still just
- The billion content funding gap presents an for music
- Adventurous artists, and managers have an opportunity fill the VR content void to put music centre stage the nascent VR marketplace
Companies Mentioned: Alphabet, Apple, Facebook, HTC, MTV, Samsung, Snapchat, Universal, YouTube