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THE VIRTUAL REALITY BIBLE, AS TOLD BY THE PROFITS.

tTHE STRATEGIC VIRTUAL REALITY BIBLE
AS TOLD BY THE PROFITS
STRATEGIC VIRTUAL REALITY
FOR DISRUPTIVE CEOS
BY CHRIS FOX GILSON
INTRODUCTION: “OHMYGODTHISISAMAZING!”
THE VIRTUAL MEDIA REVOLUTION
EXECUTIVE SUMMARY: A BUSINESS VIEW OF VIRTUAL/AUGMENTED REALITY
DUELING REALITIES: VIRTUAL REALITY (VR) VS AUGMENTED REALITY (AR)
TOTAL IMMERSION: INSIDE THE VIRTUAL COCOON
VR VIRGIN? OPTIMIZE YOUR VIRTUAL BAPTISM
DISRUPTION: HOW VIRTUAL REALITY BECAME THE 10TH MEDIA REVOLUTION
WHY CONTENT, NOT HARDWARE, WINS MEDIA REVOLUTIONS
LESSON I: THE HOME VIDEO REVOLUTION 1977
LESSON II: THE PERSONAL COMPUTER SOFTWARE REVOLUTION 1995
LESSON III: THE FAILED 3D TV REVOLUTION 2010
IDENTIFYING STRATEGIC OPPORTUNITIES
SITUATION ANALYSIS: VIRTUAL FUN AND PROFIT IN 2016
VISIONARIES: THE GAMER, THE 20%ER, AND THE MEDICAL GUY
PLAYERS: MARKET LEADERS AND UPSTARTS
SAGES: ANALYSTS, RESEARCHERS, AND PUNDITS
INVESTORS: FROM KLEINER TO KICKSTARTER
INVESTMENT/ENTERPRISE OPPORTUNITIES: EQUIPMENT VS CONTENT
CAREER OPPORTUNITIES: WHY WOMEN COULD LEAD THIS TECH FIELD
ENTREPRENEURIAL OPPORTUNITIES: WHAT’S STILL NOT TAKEN?
THE RICH STEPCHILD: PIONEERS OF VIRTUAL PORN
THE BIG 5 STRATEGIC QUESTIONS ANSWERED
WHY VR TODAY, AR TOMORROW UNLESS…
MAGIC LEAP: THE STEALTHY SLEEPING GIANT OF AR
THE VIRTUAL FOX STRATEGIC MODEL
VIRTUAL REALITY ADOPTION CURVE 2016-25: WHO BUYS IN AND WHEN?
THE “MOMENT OF TRUTH” CHASM: A “CATCH 22” CHALLENGE IN 2018
WHERE’S THE GROWTH? WORLDWIDE MARKET SEGMENTATION FOR VR USERS
CONSUMER SEGMENTS: “MASS” (LARGER/YOUNGER) VS “CLASS” (UPSCALE)
THE “MASS” TARGET MARKET: GAMERS AND SOCIAL MEDIA USERS
A “CLASS” TARGET SEGMENT: “VIRTUAL AFFLUENTS”
STRATEGY I: RESEARCH CONTENT NEEDS/DESIRES
STRATEGY II: PRODUCE CONTENT TO BUNDLE WITH PREMIUM HEADSETS
STRATEGY II: EMPOWER TO SHARE DIY CONTENT ON SOCIAL MEDIA
STRATEGY IV: IDENTIFY B2B “VIRTUAL IMPERATIVES” WHO NEED VR
STRATEGIC VR CONTENT DEVELOPMENT
OPTIMIZING THE VIRTUAL COCOON: THE REVOLUTIONARY COMMUNICATIONS MEDIUM
THE STORYTELLER’S HOLY GRAIL: CREATING IMMERSIVE VR ENTERTAINMENT
DEVELOPING VR INFORMATION PRODUCTS FOR BUSINESS AND LIFE
INVENTING VR MARKETING APPLICATIONS TO SELL ONE-ON-ONE
VIRTUAL SOCIAL MEDIA: GETTING USERS READY FOR FACEBOOK VR
DIY: CREATING AND PRODUCING WORTHWHILE VR CONTENT TO SHARE
STRATEGIC VR MARKETING AND ACCOUNTABILITY
CONQUEST MARKETING: ACQUIRING NICHE USERS
CONCEPT TESTING: A/B SPLIT TESTS TO MEASURE RESULTS
ROLLING OUT: REPEATING WHAT WORKS WITH BIGGER SLICES
REWARDING LOYAL USERS: SUPER-SERVING THE MOST PROFITABLE 30%
CROWDSOURCING: LOYAL USERS FOR NEW-PRODUCT DEVELOPMENT
RETENTION: HOLDING THE BEST CUSTOMERS AFTER COMPETITORS CUT PRICE
MIXED REALITY: BUILDING A STRATEGIC BRAND MATRIX
THE VR/AR BRAND MATRIX 2016-25: A PORTFOLIO OF ASSETS FOR GROWTH
ADDING VR BRAND EXTENSIONS: BRAND LOYALTY INTO OTHER MEDIA
INTRODUCING AUGMENTED REALITY: CREATING NEW AR BRAND EXTENSIONS
HARD ASSETS: COMMERCIAL REAL ESTATE WITH VR/AR ENTERPRISES
LEVERAGING THE ASSET PORTFOLIO: CASH FLOW AND OTHER COLLATERAL
EXIT STRATEGY: PLANNING AHEAD TO SELL, MERGE, OR ISSUE AN IPO
THE EMPATHY MACHINE: USING VR FOR GOOD CAUSES WORLDWIDE
APPENDIX I: VR/AR RESOURCES
APPENDIX II: CHOOSE YOUR VIRTUAL FOX E-PUBS FOR 2017
VR FOR VRGINS
The definitive guidebook that shows, step-by-step, how anyone can use the Virtual Reality revolution for fun and profit - from an overview of what's ahead to producing your own VR experiences and sharing on virtual social media.
WINNING THE NEXT MEDIA REVOLUTION
Whether you run a business or non-profit, the emerging "mixed realities" will change the way you will communicate with your stakeholders - employees, consumers, and partners, over the next 10 years. Strategic Virtual Reality, the discipline of creating meaningful virtual and augmented reality content and monetizing it, guides you as CEO through understanding the impact of the next media revolution and applying the goals and strategies that will keep you ahead of the disruptions in education, entertainment, commerce and media.
