台灣經濟論衡-冬季號 - page 59

gaming sensation that spanned multiple demographics and generated over $600
million in revenue during its first 3 months on the market.
Media and entertainment are the second largest emerging category in AR/
VR, combining with the gaming category to account for nearly 80% of all AR/VR
work (see Figure 13). AR/VR can provide the same immersive, viewer-centric
experience for media and entertainment as it does for gaming, which has broad-
ranging implications both in front of and behind the camera. AR/VR is particularly
impactful for live events that are traditionally limited in reach by venue size and
logistics. The new class of AR/VR technologies have the ability to create an
improved, immersive experience that can also be accessed by a much larger
group of people. While still nascent, sports, live event, and concert organizers
are experimenting in the space. One notable example is a recent collaboration
between Live Nation Entertainment and Citibank, which partnered with NextVR
to produce enhanced experiences for a series of concerts performed throughout
2017.
The vast majority of work on AR/VR applications is focused on gaming and entertainment.
Sources: Wiltz, Chris. "AR and Mixed Reality Have More Potential, But VR Has All the Hype." Design News, 11
July 2017,
has-all-hype/67311435157095.
Figure 13 Focus of current and potential work in AR/VR
What is the focus of your current/potential work in VR, AR, or mixed reality?
Game/Entertainment
78
Ĉ
Training/Education
27
Ĉ
Branded Experiences
19
Ĉ
Industrial/Product Design
15
Ĉ
Medical/Healthcare
14
Ĉ
Retail/Commercial
11
Ĉ
Travel
7
Ĉ
Real Estate
6
Ĉ
Other
13
Ĉ
57
Taiwan Economic Forum
Volume 15, Number 4
政策
名家
國發
經濟
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