VR - BEYOND GAME
I n recent years, virtual reality has been revered as one of the top trends across multiple fields, particularly within the licensing industry. When VR comes to mind, many people associate the software with gaming, however, innovators within the licensing sector have utilized the software to not only produce a raft of branded VR games, but to build on and expand theme parks, exhibitions, live events and more.
Consumer VR software generated more than $80 million in 2016, according to The NPD Group. NPD also reports that PC and console VR owners spent an average of $157.92 on VR software for their system, and that the most endorsed reasons for buying a VR headset is to play immersive games (87 percent) and to travel virtually to interesting places (75 percent).