Taking VR Games Mainstream Interviews with senior-execs at nDreams, Supermassive Games, Kite & Lightning & Polyarc, plus panel videos from VRX 2017 View Report
VR & AR in Europe Looking at the current state of VR & AR in Europe, with stats from SuperData and interviews with the continent’s big players View Report
Monetizing VR & AR content Interviews with Candy Lab AR, Fluffr & Jaunt on how developers can make content pay View Report
VR & AR in Manufacturing Discussing the opportunities and innovations in how the world's leading manufacturers are using VR & AR to improve workflows. View Report
Immersive Industry: VR/AR/MR in Enterprise & the Workplace VR Intelligence and the UK Dept of Trade & Investment bring together VR leads from McLaren Automotive, Intel & Heatherwick architects to talk through the industries and use cases where VR and AR are making an impact View Report
The Role of Interactivity in VR Game Development VR Intelligence teams up with the UK Dept of Trade and Industry to asses the importance of creating true immersion through interactivity - featuring senior-level representatives from Arm, Kite & Lightning, Improbable, Polyarc and Supermassive Games View Report
The Rising Impact of VR on the Movie Industry A look into where VR is being used in film and cinema, as Ted Schilowitz (Paramount), Maureen Fan (Baobab) and Brett Leonard (The Lawnmower Man) discuss the opportunities and challenges. Produced in July 2017. View Report
2017 VR Industry Survey Survey of over 500 VR professionals on the state of the industry. Conducted in March 2017, the survey is designed to give a snapshot of the industry’s views, opinions, experiences, hopes and fears, as VR goes mainstream. View Report
The Importance of Lighting in Creating Immersive VR White paper produced in collaboration with Enlighten, part of ARM, on the ways that lighting can impact the immersive experience. Featuring contributions from Oculus, Enlighten/ARM and nDreams View Report
Virtual reality for brand marketing and product showcasing With VR widely accepted to change the way consumers interact with digital content over the next few years, questions still remain as to where the biggest use cases will be beyond gaming. With input from Audi, REWIND and more, this paper looks at how brands and others are currently using VR to engage consumers – and what the future holds in this rapidly evolving area. View Report
VR Investment - Is now the time to bet big on virtual reality? Could those who don’t get into VR now be left behind? Where are the biggest investment opportunities coming from – both regionally and by type? Which technologies are worthy of investment? How will VR be driven forward in the short to medium term? View Report