POSTPONED - What new audiences want from cultural and entertainment VR

Demystify the virtual reality audience journey and understand what makes projects successful with the public. The seminar will be presented by Catherine Allen from Limina Immersive, in partnership with the PEC's researchers from the School of Journalism, Media and Culture at Cardiff University.

When:  Tuesday 31st March 2020 | 10:00am - 1:00pm
Where:  Cardiff University School of Journalism, Media and Cultural Studies , 2 Central Square, Cardiff, CF10 1EE
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Using three years of audience data and real life examples, this seminar will present virtual reality (VR) from a potential audience members’ perspective – with a focus on newer audiences who are not seasoned VR users.

Unlike other forms of media, creators have not grown up surrounded by an audience culture around this medium. As media consumers, we have all observed hundreds of people throughout our lives in the cinema, we have swapped views with dozens of colleagues on last night's TV programme and we have been to concerts and observed the reactions of hundreds of other music lovers.

However, most creators have not yet witnessed this level of audience feedback and culture with VR, simply because it is so new and not yet mainstream. The solution is to be proactive with understanding your end user and consciously close the feedback loop.

This seminar will share broad and deep audience insights from three years of VR screenings to approximately 15,000 audience members.

It will cover:

  • A UK market snapshot and SWOT analysis
  • What new VR audience members want from their first few VR experiences
  • How to package and sell the experience to them (regardless if it is free or not)
  • What audience members' personal and societal barriers to entry are likely to be, and how to overcome those objections and concerns
  • How to encourage repeat visitors, positive social media reviews and word-of-mouth recommendations

Expect to leave the seminar with genuine empathy and understanding of audience members who are newer to VR (77% of the population), as well as practical knowledge on how to build audiences for cultural and entertainment VR.