{"id":187699,"date":"2017-04-13T23:50:12","date_gmt":"2017-04-14T03:50:12","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/the-3-best-ways-to-profit-from-virtual-reality-the-motley-fool-motley-fool\/"},"modified":"2017-04-13T23:50:12","modified_gmt":"2017-04-14T03:50:12","slug":"the-3-best-ways-to-profit-from-virtual-reality-the-motley-fool-motley-fool","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/the-3-best-ways-to-profit-from-virtual-reality-the-motley-fool-motley-fool\/","title":{"rendered":"The 3 Best Ways to Profit From Virtual Reality &#8212; The Motley Fool &#8211; Motley Fool"},"content":{"rendered":"<p><p>          Keith Noonan, Tim Brugger, and Daniel B. Kline        <\/p>\n<p>    Virtual reality (VR) got off to a    slow start in 2016, but it's still a young technology with the    potential to have a revolutionary impact. Our team of top tech    writers has spotlighted three companies poised to profit from    the emerging medium. Read on to learn whyWalt    Disney (NYSE:DIS),    Activision Blizzard (NASDAQ:ATVI),    andMicrosoft (NASDAQ:MSFT)made    the list.  <\/p>\n<p>      Image source: Getty Images.    <\/p>\n<p>    Daniel B.    Kline(Walt    Disney): In any content market that    may or may not develop, the best bet is a company that can    enter the space with little risk and then capitalize on growth    should demand actually develop. That's where Disney sits when    it comes to virtual reality.  <\/p>\n<p>    The company owns top-tier content that it can license to the    technology companies spending the big money developing the    devices that make VR possible. Star Wars, along with Marvel and    Pixar properties, and the company's army of well-known cartoon    characters would all be in heavy demand from VR device    creators, as would ESPN sports content, and even perhaps    certain ABC shows.  <\/p>\n<p>    Disney can sit back and make money from other companies    licensing these characters and then create its own VR products    if that proves viable. That's essentially the model it has    followed in the streaming space, working with established    players while also taking steps in parts of the world to create    its own service.  <\/p>\n<p>    If VR becomes a viable consumer platform, Disney would likely    pursue a hybrid strategy. It would take the easy money for    licensing some of its properties while it would likely also    develop some of its own VR services. That could mean perhaps    Star Wars and Marvel games licensed to the major players while    the company creates its VR theme parks experiences, or finds    other uses for the technology that somebody else (lots of    somebody elses) paid to develop.  <\/p>\n<p>    There's no risk here for Disney. Few companies control anywhere    close to the content library it does. That gives the company    negotiating power, and means it will get paid for the rights to    its characters even if the VR platform it licenses them to does    not succeed.  <\/p>\n<p>    If VR makes it, Disney has a new platform to leverage its    content assets on. If it becomes a novelty or fails like 3D    television, the company will have lost little while gaining    some cash.  <\/p>\n<p>    Keith Noonan(Activision    Blizzard):With so many companies competing in    the virtual reality hardware space and headset technology still    finding its footing, investing in companies that produce    content looks to be a better strategy for profiting from VR.    Popular uses for virtual reality could eventually extend to    areas like online shopping and even healthcare, but video games    are the biggest hook for the technology at the moment -- and    they're likely to remain a draw as VR progresses.  <\/p>\n<p>    In the video game space, perhaps no company is better-equipped    to take advantage of the new display medium than Activision    Blizzard.The publisher hasn't jumped headlong into the    production of virtual reality content, with its only entry in    the category to date being aCall of    Dutyexperience for Sony's    PlayStation VR platform, but a wealth of popular franchises    gives the company the potential to be a big winner in the    emerging category.  <\/p>\n<p>    In addition to Call of Duty, properties like    Overwatch,World of Warcraft,    andDestinycould eventually make a splash    in VR, and the company's history of delivering quality products    and creating fresh intellectual properties suggests it's    well-suited to make entirely new experiences as    well.Activision Blizzard is also making a big push into    competitive gaming (known as eSports), which is likely to see    overlap with virtual reality at some point down the line.  <\/p>\n<p>    With a stellar franchise portfolio and a leadership position in    its industry, Activision Blizzard looks to be a big beneficiary    if VR goes mainstream.  <\/p>\n<p>    Tim    Brugger(Microsoft):Manufacturers    of virtual reality headsets all claim their devices are unique,    citing better graphics, audio, or other features. And there are    certainly a lot of strong alternatives in a market primarily    targeting the world's gamers, at least for now. However, one    tech giant truly does offer a device unlike any other:    Microsoft.  <\/p>\n<p>    At this year's GameDevelopers Conference, Microsoft    announced it has inked deals with five tech big hitters to    develop VR\/augmented reality (AR) devices for Windows. Unlike    VR, AR allows users to meander through a virtual world while    retaining awareness of their surroundings. Microsoft's suite of    devices will deliver a \"mixed reality\" experience that    incorporates the best of both worlds, VR and AR.  <\/p>\n<p>    As a Microsoft exec put it, \"What happens when your VR headset    of tomorrow has the ability to see the real world and put    holograms on it?\" The answer is mixed reality, an area in which    Microsoft is well ahead of the pack. And the opportunity is    gigantic.  <\/p>\n<p>    One study suggests the combined VR and AR markets will    generate$120 billion in just three years -- and it gets    better for Microsoft. Of that $120 billion, a whopping $90    billion will come from AR due to its commercial possibilities.    Gamers will jump-start VR, including playing Microsoft's wildly    popularMinecraft, which it acquiredfor    $2.5 billion, but AR is expected to pick up steam in a hurry.  <\/p>\n<p>    Whether it's VR, AR, or mixed reality, Microsoft has its    oversize hat in the ring and is hands down one of the best ways    to profit from a market worth more than $100 billion.  <\/p>\n<p>    Teresa Kersten is an    employee of LinkedIn and is a member of The Motley Fool's board    of directors. LinkedIn is owned by Microsoft. Daniel    Kline owns shares of Microsoft. Keith    Noonan owns shares of Activision Blizzard. Tim    Brugger owns shares of Walt Disney. The Motley Fool owns    shares of and recommends Activision Blizzard and Walt Disney.    The Motley Fool has a disclosure    policy.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>More here:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.fool.com\/investing\/2017\/04\/13\/the-3-best-ways-to-profit-from-virtual-reality.aspx\" title=\"The 3 Best Ways to Profit From Virtual Reality -- The Motley Fool - Motley Fool\">The 3 Best Ways to Profit From Virtual Reality -- The Motley Fool - Motley Fool<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Keith Noonan, Tim Brugger, and Daniel B. Kline Virtual reality (VR) got off to a slow start in 2016, but it's still a young technology with the potential to have a revolutionary impact. Our team of top tech writers has spotlighted three companies poised to profit from the emerging medium <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/the-3-best-ways-to-profit-from-virtual-reality-the-motley-fool-motley-fool\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":7,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-187699","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/187699"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=187699"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/187699\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=187699"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=187699"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=187699"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}