“Experiential Entertainment: Engaging the Mind”
Wednesday, March 15, 2017
Location: City View Metreon; San Francisco, CA
Dean Takahashi: Writer at GamesBeat
Margaret Wallace: CEO of Playmatics
Theresa Duringer: Co-Founder of Temple Gates Games
Noah Falstein: Chief Game Designer at Google
Shiraz Akmal: CEO of Spaces
AR and VR for healthcare settings other than the at home experience
In VR, you can communicate with other people with the 1 on 1 as a social platform.
Longer form of VR for the future and motion in VR that can be more natural with interface controls.
2017 is the year of VR!
Must be a specific category of VR.
Ecosystem of the brands, with a slowing down of investments for the year.
STEAM, HTC VIVE
Devices per region
Vive is popular in China.
USA is popular for PlayStation and Vive.
People need to create products to resonate with the audience.
Trying not to clone the systems.
Solving something even tho it’s not a VR business but it is in VR.
Is it solved for the neurons on the vision?
Tunneling in VR to tract a circle or surrounding to feel comfortable.
Render the proverbial view.
Similar to 1980’s games and early films for the effect of feeling for the first time in VR.
Emotional involvement to make comparison when in close range person, in VR, and on a TV.
Empathy with the characters.
With the platform going forward, there’s more commercial and enterprise grade with durability even tho it’s so fragile to be comfortable to use.
Faster Wi-Fi is need on the software side to make it more reliable.
Wireless is the biggest need for improvement.
Mixed reality is needed for clinical and retail aside from general gaming.
Hardware and firmware are the implements for improvements.
Favorite VR experience not their own:
-Dead and Buried on Oculus
Not selling VR but selling an experience!