2. This Presentation
• What is Mobile VR
• The Mobile VR opportunity
– Business
– Creative
• Provide tools to track market changes and help with
decision making
3. Guy Bendov - Side-kick Games
• The go-to team for media & tech companies for cutting
edge games since 2010
• Offices in Irvine, CA, USA and Tel Aviv, Israel
• Expanded to the US to focus on mobile VR publishing
• Published Romans from Mars on Gear VR and Age of
Diamonds on Google Cardboard
4. What is Mobile VR
• Untethered VR experience in which the technology is
based (mostly) on a smart phone inserted to a VR
headset.
• A.K.A. lite VR, mass market VR.
8. Mobile VR Promises Accessibility
• Low price
• “Big screen” experiences based on an existing small
screen device
• New unparalleled viewing experience for the mass…
• …with Past success
9. Opportunity in Numbers
• Revenue for VR market will reach $21.8 billion worldwide by 2020
• Content sales will represent more than one-third of total VR revenue by
2017, and will grow to nearly two-thirds of all VR revenue by 2020
– Tractica
• $30 billion revenue from VR by 2020
– Digi Capital
10. A New Mass Market Frontier
“Each successive generation of technology
has yielded different kinds of experience,
and the games have fundamentally
changed.…..
….VR is a reason to care, and it's going to
yield this staggering orgasm of the new. ”
John Riccitiello, CEO of Unity3D, former CEO of EA
12. Eco System
Headsets+
Accessories
Phones Tools Publishers Services Funding
Samsung,
Google &
partners,
Merge ,
Mattel,
FOVE, Zeiss,
Homido,
Leapmotion,
Sixense,
Chinese
ALL phone
makers
Samsung
OnePlus
..all if them
Game
Engines
(Unity),
Cameras,
Animation
tools , OS
(OSVR)
Media
companies,
Education,
Governments
, Travel,
Major
Consumer
products,
New
developers
Stores /
promotion ,
Tech services
(Advertising,
Analytics) ,
Press and
research
VC ~,
Incubators
(River) ,
Strategic /
corp
investors
(HTC, Oculus)
13. Challenges and Risks
• Putting the headset on people heads
• Not a sharable experience
• Not a social experience
• Frictions in usage (getting the phone in and out of the
headset)
• Applications introduction velocity
• Controls
• VR sickness
• Social acceptance
15. New Horizons
• First person “being there” sensation
• Triggers emotions
• Escapism / disconnect from
• New perspectives in the scene
• Accompanying smart phone’s growth