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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.

VIRTUAL LIBRARY

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