Commercial Models in VR
The event is FREE to attend and open to SMEs based in Yorkshire and the Humber.
XR Stories presents the first in a series of free business support events: Commercial Models in Virtual Reality (VR).
In this workshop, in partnership with Limina Immersive, you will discover how to make ongoing revenue from creative immersive experiences in a commercially sustainable way.
The workshop will take place online across two sessions, on Wednesday 12 and Thursday 13 January, from 10am to 1pm on both days.
Public appetite for Augmented Reality (AR) and VR has significantly increased since the beginning of the Covid-19 pandemic, with the media spotlight now firmly back on the sector and its commercial potential. The immersive concept of the metaverse has also ignited a new wave of investment. This workshop will help you seize these commercial opportunities, taking you through the process of how to develop and shape your creative immersive ideas into commercial products.
The session will cover:
- the present and future VR audience
- how to develop a commercially successful immersive idea
- tips on developing a business model for immersive
- the investment landscape
- a range of exhibition/distribution models
Schedule: 12 January
10am to 10.20am – Introduction: Who we are and what this morning’s workshop is about
10.20am to 11am – An introduction to the immersive market landscape, with Emma Hughes, covering market growth and trends
11am to 11.20am – Break
11.20am to 12 noon – Continued: What do consumers want?
12 noon to 12.15pm – Q and A
12.15pm to 1pm – Hypothetical commercial concept development exercise
Schedule: 13 January
10am to 10.45am – Getting your project off the ground with Catherine Allen
How to frame your content for the market, understanding audiences, user story-writing exercise.
10.45am to 11am – Q and A
11am to 11.20am – Break
11.20am to 12.40am – How to build a business model and sources of funding
12.40am to 1pm – Q and A and wrap up
Catherine Allen, Founder and Lead Consultant, Limina Immersive
Catherine is an award-winning immersive media specialist. After working on the BAFTA-winning iPad app, Disney Animated, Catherine led the creation of two of the BBC’s first virtual reality experiences. Finding VR an incredible artistic medium, but with a frustratingly narrow audience, she founded Limina Immersive in late 2016; a VR events and research company dedicated to bringing immersive tech to broader audiences, whilst learning and sharing where the market demand is. Limina has run cultural VR events across the world to a total of over 15,000 audience members.
Catherine continuously shares findings about audience needs back to universities and the sector in order to help facilitate growth. She has authored numerous public reports that have influenced policy. Her media presence includes expert op-eds, comment and analysis on immersive tech to outlets including WIRED Magazine, BBC Radio 4’s Today programme, The Sunday Times and The Guardian.
Emma Hughes, Curator and Consultant, Limina Immersive
Emma specialises in making interactive and immersive experiences. Her work includes facilitating drama and animation workshops for older adults and young people (CHATBACK, Wyldwood Arts, 2016), designing interactive exhibits for Devon Libraries (EnchanTales, 2019) and supporting visually impaired artists to produce an immersive podcast series with PECo Theatre (City of Threads, 2021). As a member of Leave the Light Ensemble, Emma was a co-deviser and AV designer for Buffering, performed at Bristol Old Vic in 2020.
Using digital-literacy as a tool for self-empowerment, Emma has delivered digital mentoring sessions for a broad range of groups, such as Birmingham-based arts organisations (Digital Welcome, Limina, 2020/21), older adults and theatre freelancers.
As curator and consultant at Limina, Emma’s highlights have been managing the VR Diversity Initiative Bootcamp, conducting an in-depth audience research study on immersive genres and formats for a major Digital Catapult report, producing Limina’s VR audience event programme and curating boundary-pushing programmes of immersive content.