As the VR industry, isolated as its users and creators to use existing skills

Video, VR and AR have become ubiquitous in 2018, but as a Manager-BP turned entrepreneur, I couldn’t help but notice an unnerving checkpoint in the virtual space. The industry has been to rethink and largely unable to remember the K. I. S. S.: keep it simple (and in the world of virtual reality, social), it’s silly. It was the best advice I gave my clients over 17 years of managing money and the use of sophisticated bond markets, and here I am again, the music platform of BP, stressing the same principle.

2018 according to a study Brandlive and IBM Cloud video, nearly 95 percent of brand and retail executives said that video will be an important part of their marketing strategy in 2018, and it has been estimated that your industry can cost as much as $70 billion by 2021.

But instead of focusing on the video and makes it more social, the VR industry went to discover alien dimensions and release the “next big App.” My fellow BP, I beg you, keep it simple, and most importantly, social!

Still, wherever you looked, the video streaming is growing exponentially, but the VR industry was busy asking for established Content creators to jump on the development and manufacture of hoops instead of cooperating with existing skills and giving consumers the overall video experience.

Industry failed to keep it simple, and not only asked the masses to abandon their friends and the main daily interests and buy expensive headset to controllers and not to get sick in the process. It was just too much for the consumer. He also requested the video to learn all the new camera technology and production methods. Finally, he asked brands to create a video without context or universal platform.

Meanwhile, the rise of VR and AR feverishly reported and discussed. BP sits independent and is expected to deliver an installed 50-60 million users by 2022, bringing in an income of 10-15 billion dollars. Dispatches from this year at CES included some warning signs to VR, as well as statements that the industry is turning into the “Wild West” for brands. However, we believe that BP actually these revenues in the video much higher because it is the ultimate context to monetize 2-d content without being Intrusive and, in many cases, adequate.

Video is no exception. What is missing most attention in why this happens on social platforms in particular. It’s simple: people are trying to have the same social context and the General emotions around the more resistant and to complete the theme or event.

We just saw a doubling from Facebook on pressing it in video and VR, with a focus on avatars, 3-D capture technology, and social activity revolving around live events with the Oculus platforms app. But how many users want Facebook even further into his life after the scandal Cambridge Analytics is another story. As wired put it, “Facebook still needs to prove what she thinks about the new technology so that they do not become the following obvious bounds for insults, misinformation, or even the intervention of the elections.”

Other companies are not waiting around for Facebook to pave the way, either.

When consumers are fully immersed in social media, BP, brands will have an unprecedented opportunity to interact directly with consumers. Smart brands will be early to help build or Finance it, and not insert yourself into playing catch-up to the eyeballs. Marketing will become the market and winner-take-all dynamics is likely to accelerate. Will the major players are currently showing in 2 social media? Facebook has put all on notice that the game is changing.

Changes in virtual reality is coming faster than you think. And the sooner we think about virtual reality as an extension of actual social experience, not marketing, gaming or manufacturing, the faster we cross this chasm together with deeper social ties and VR we dream about. First and foremost, we need to keep it simple (and social).

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