2016 was known as “The Year of VR.” With the release of the Oculus Rift, the HTC Vive, the Sony PSVR and the Google Daydream View, as well as the increased distribution of the Samsung Gear VR and Google Cardboard mobile headsets, the VR consumer base grew dramatically. 2017 offers more enticements to the consumer in the form of higher profile content as big-name creatives and companies commit to creating compelling experiences for both the home and out-of home markets. In order for the ecosystem to thrive, VRcontent in 2017 must meet the demands of an increasingly sophisticated consumer base. VR experiences can no longer depend on the “wow” factor, but must be well conceived and expertly finished to higher standards of quality to keep viewers immersed. In short, if 2016 was “The Year of VR,” 2017 must be “The Year of Quality VR.”
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