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REPORT
HOW WILL VIRTUAL REALITY
IMPACT ADULT ENTERTAINMENT?
RESEARCH
Winter 2016
RESEARCH
Winter 2016
XBIZ RESEARCH
WINTER 2016
XBIZ SURVEY
METHODOLOGY
BIZ Research polls are
conducted online over a
two-month period. All voters were members of XBIZ.net,
the adult industrys leading online
social network.
XBIZ.net membership includes
more than 10,000 active and qualified industry members. Qualification for membership includes
disclosure of company/organization affiliation and type of business or service provided.
Members include operators of
leading adult websites, traffic
vendors and ad networks, content
producers and licensers, distributors and wholesalers, models and
performers, retailers, payment
processors, software and IT
providers, mobile-solution
providers, industry media and associations, providers of legal,
marketing and consulting services and providers of other industry-related products and
services.
Members casted their votes
through XBIZ.net, and no member could vote more than once in
any poll. Votes were tallied
anonymously; no member could
determine how another voted.
Real-time poll results were made
available on XBIZ.com and
XBIZ.net. a
XBIZ RESEARCH
Juniper Research calls 2016 the watershed year for VR, noting
that recent findings reveal that wearable VR head-mounted display
headset shipments will approach 30 million globally by 2020.
W I N T E R 2 01 6
TAKING A LOOK AT
VIRTUAL REALITY
HIGH POINTS
ne of 2015s hottest topics for operators in the adult
entertainment industry was the imminent release of
virtual reality technology to the consumer market,
and how such a technological innovation could or would impact the industrys long-stagnant revenues.
While much was made about the efforts of early adopters
armed with the Oculus Rift Development Kit, the real-world
applications of VR content can leave much to be desired
with nausea and vertigo inducing video that often provides
only a partial sensation of immersion through 180-degree
coverage of the action, hampering the user experience.
The lack of high-quality headset integrated audio that
would provide spatial cues has also limited the impact of initial offers, but these limitations may be expected from such a
complex technology that is still in its early infancy functional limitations that are actively being overcome.
WINTER 2016
XBIZ RESEARCH
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XBIZ RESEARCH
W I N T E R 2 01 6
FANS OF ADULT
ENTERTAINMENT
WEIGH IN ON VR
AVAILABILITY
survey of adult entertainment fans on the subject of
virtual reality reveals that the availability of adult
movies would influence more than 60 percent of
them to adopt the new technology.
The survey, conducted by Vivid Entertainment among
readers of consumer site XCritic.com, indicated that VR
is still in its infancy among fans of adult movies, with just
10.3 percent of respondents saying they currently own a
headset.
Of those who have headsets, the most popular brands
are Oculus Rift, Google Glass and Playstation VR.
Among those planning to buy a headset, 30.5 percent
said they plan to get a Playstation VR while 13.4 percent
lean toward the Microsoft Holo Lens.
Asked how much the availability of VR adult content
will influence whether they get a VR headset, 44.1 percent said it will have some influence while 18.3 percent
said its the main reason Id get one.
Availability of adult entertainment, however, would
have no influence among 18.3 percent of the respondents
and 19.4 percent said they have no plans to get a VR
headset.
Among respondents who plan to consume VR, 34 percent said they are definitely planning to purchase adult
entertainment content, while 46.8 percent said they are
not sure they will buy the content and 19.1 percent said
they definitely will not buy it. Movies with a story line
would be preferable among 41.3 percent of the respondents.
Among those planning to buy VR adult entertainment,
58.2 percent said they would be willing to pay $20 for an
adult VR movie, 24.2 percent said they would pay $30,
4.4 percent would pay $24, while 3.3 percent would pay
$50 and 9.9 percent would pay as much as $60. a
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XBIZ RESEARCH
WINTER 2016
The adult
entertainment
industry is
placing high
hopes on the
future of VR,
but at this
point, it is still
a technology
whose time is
yet to come.
CONSUMER CHOICES
XBIZ RESEARCH
W I N T E R 2 01 6
The $599 Oculus Rift comes with a remote along with an Xbox One controller to guide VR experiences.
Currently out of stock and now backordered, the $120 Zeiss VR
One is compatible with the Samsung Galaxy S5 and S6 smartphones, as well as Apples iPhone 6 and 6s, and appears to be a
popular product that is banking on its sleek design and the quality
of its optics as a competitive advantage.
Perhaps most intriguing (and a throwback to the earliest days of
consumer 3D media viewing), is the sub-$30 Mattel View-Master,
which many may recall for its image discs that provided realistic
depth to the selected images. This newest generation of ViewMaster (suitable for users seven years old and up) also provides interactive mini-games, and is compatible with Apples iPhone 5 and
up with iOS 8 or later, as well as select Android smartphones from
HTC, LG, Motorola, Nexus and Samsung, opening the door to VR
for even the youngest of users training tomorrows viewers to
expect VR content as normal.
Conspicuously absent from Best Buys lineup is Oculus Rift and
the Sony Morpheus, further illustrating the immaturity of the marketplace as we enter 2016. Best Buy is not the only source for the
latest technology, with a quick trip to Amazon.com revealing
dozens of other choices most of which are similar inexpensive
variations on the Google Cardboard-compatible theme.
The adult entertainment industry is placing high hopes on the future of VR, but at this point, it is still a technology whose time is
yet to come.
With many observers opining that 2016 will be the year of VR
and the expected widespread availability of the highly anticipated
Oculus Rift and other new devices set to fuel this growth, the future looks bright and can only improve from here.
With rumors of new VR productions underway, its only a matter of time before the mainstream is ignited by a frenzy of media
attention and tantalizing new options, and whether its in 2016 or
not until 2020, its a sure bet that VR is coming to a headset near
you (in a big way). a
Many observers say that 2016 will be the year virtual reality
becomes a sought-after technology among consumers.
WINTER 2016
XBIZ RESEARCH
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XBIZ RESEARCH
W I N T E R 2 01 6
The growth in VR scenes and live virtual cams we've seen in the last few
months are barely scratching the surface.
The potential and opportunities are
immeasurable at this point, but I can
see a time when watching 2D non-VR
adult films would become mostly extinct
in favor for the immersive experience.
When the consumer can create a custom avatar and interact through the VR
STEVEN GROOBY
headset and auxiliary devices with
other consumers in a virtual world of
their choice, then not only are we
changing the adult industry but we will change the world and
people's place within it.
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XBIZ RESEARCH
WINTER 2016
COLIN ROWNTREE
XBIZ RESEARCH
Virtual reality is going to dramatically change the adult entertainment industry by creating a huge demand for
new content and products.
Adult entertainment producers will
benefit for the revenue generated from
the release of new VR content. Toy and
tech companies will continue to innovate and create new products that are
compatible with VR and improve user
experience, such as Kiiroo which adds
TOON IIMMERMANS
the element of touch.
This will all be beneficial for customers who will have the opportunity to
buy new products which will continue to get cheaper and easier to use, all while exploring their wildest fantasies in the
realest and more immersive context.
I think VR will have a big impact on the entertainment landscape, since it is a completely new medium, that allows a
much more immersive feeling for the consumer. I would even
compare it to the advance of photos to film.
The perception of a consumer/viewer that watches a movie
instead of looking at photos is on such a qualitative different
W I N T E R 2 01 6
level, that it is a huge step in terms of the emotions and of immersion, that a consumer can feel. The same goes for VR.
Especially once the screens get more crisp (8K, 12K, 16K)
and the processing power of the devices that enable VR get
higher. Then content that will be created, can mimic the real
world so closely, that it might become almost indistinguishable from reality, that we truly might be entering a reality that
resembles part of the Matrix. But this is probably another
10-20 years away.
ADAM GRAYSON,
EVIL ANGEL
PETER ACWORTH
ALEC HELMY
WINTER 2016
XBIZ RESEARCH
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XBIZ RESEARCH
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NOTES
ABOUT XBIZ
THE INDUSTRY SOURCE
PAGE 8
XBIZ RESEARCH
XBIZ is the adult industry's leading publisher of business news and information, providing up-to-the-minute coverage of the industry at XBIZ.com
and in three trade publications XBIZ World for the digital media market,
XBIZ Premiere for the retail market and XBIZ Sensuals for the intimate
products market. In addition, XBIZ hosts five annual trade events including
the adult industrys biggest night, the XBIZ Awards. XBIZ is frequently cited
in the media for coverage of the industry and has been published in CNN,
Fox News, Newsweek, MSNBC, Forbes, The Wall Street Journal, Wired,
CNET, ABC, USA Today and Los Angeles Times among others.
WINTER 2016