The Dragon Breathes Fire
A rather good day on Friday. Might we allow ourselves to think good thoughts ? I say yes and I say thank the US.
I was having lunch with a client on Friday at a newer Asian fusion style restaurant in the GTA. We do his accounting and taxes for the family and his business. While the requisite chit chat centered on corporate related business, there was a good part of the discussion on markets and in particular several companies we both have positions in. He is a possessor of a law degree and runs a business in distressed asset acquisition and disposal. It was the subject of his brother who is an executive in the film and television industry, that really had the discussion going.
Frank" as we will call him for the purposes of this discussion, has been vocal to his brother on quite a few occasions as to the current ailments of the entertainment industry. One of the best kept secrets in the entertainment industry is the amount of money and effort being sunk into the AR / VR / MR sphere in an attempt to find a leg up on the next guy. Certainly and before you quote a litany of published articles, the sentiment publicly is one of delays and doubts in performance and adoption. Behind the scenes, a different story. Money and talent pouring in. The sphere is seen as a game changer necessary to bring in or bring back the crowds to the entertainment realm, along with Holographic music, sensory stimulation and 3 and 4D technology. Believe me this will and is transcending any other cumulative technology investment in history. Disruptive with a capital "D" .
Further to the lunch discussion, my client made mention of something called a "lighthouse customer". A sort of product pioneer who takes a companies product and turns it into something trend setting, cutting edge, and highly explosive in its chosen field. Which started me thinking, what would an early customer or company look like and look for in an IP/ Xeno type product offering ?
https://en.m.wikipedia.org/wiki/Early_adopter
Our discussion then centered on that very point and the possibility or possibilities of whom could or would become a lighthouse customer. It's important to note that these early adopters may have first user advantage more important to the company is the inrush of which could give a major lead over others in the sphere. A very interesting opinion put forth was one regarding how a publicity wave following the initial adopter could cause some very major attention. This then begs the question, what name(s) and dollar values would be coming our way ?
https://thenextweb.com/insider/2017/01/07/mixed-reality-will-be-most-important-tech-of-2017/#.tnw_FPwT6VxQ
"2016 has been a remarkable year thats brought continued growth and awareness to the worlds of Augmented, Virtual and Mixed Reality. Set to become a $165 Billion dollar industry by 2020, theres still a common question that lingers among many newcomers trying to understand this fast moving digital phenomena we are just beginning to watch evolve: Whats the difference between them and how will it impact the digital world as I currently know it? Before we jump into the mind-blowing future Mixed Reality is set to usher in over the course of 2017, lets first discuss the distinctions between Virtual and Augmented Reality. Their technologies are very similar but have some fundamental differences."
Frank, our aforementioned entertainment executive, has also discussed with his brother at some length regarding the "kick in the butt" needed by the genre. The industry needs disruption he says. It's coming in the form of AR/VR/MR. Hand in hand with this is the assessment that the smartphone will eventually become obsolete and we will use our headset or glasses to do everything our smartphone or laptop etc was doing. But in a fully immersive way. Certainly going to be interesting. Being that every major network, studio, and art house is in on the search (that's a staggering amount of companies) when the Holy grail is found, the doorway won't be wide enough. Then there's China.
https://www.emarketer.com/m/Article/Five-Insights-Chinas-Virtual-Reality-Sector/1016179
JUL 17, 2017
Five Insights into China's Virtual Reality Sector
VR-related revenues are expected to hit roughly $11.9 billion by 2021
Chinese media dubbed 2016 as the birth year of virtual reality (VR) in the country. Tech companies, including the big threeAlibaba, Tencent and Baiduall sought to set up their own VR initiatives. China may become the first market to see mass VR adoption by consumers thanks to drivers like government support, a willingness by consumers to adopt new tech and a highly competitive environment that will force prices down and foster innovation.