Virtual Reality and 360⁰ storytelling is a burgeoning area, and this session attempts to make sense of a new industry backed by major players and billions of dollars.
But there seem to be more questions than answers. Can Virtual Reality ever be anything more than a toy for gamers? How do you tell a meaningful story in 360⁰? Why would anyone want to wear a headset in their living room? Are consumers actually generating compelling content themselves? Finally, is there any money to be made, and if so, where are the opportunities for producers, commissioners and platforms?