VIRTUALFOXPRODUCTIONS.COM
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
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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
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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
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