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The Stinger Report #1235 - Mixed Reality Entertainment Investment

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Manage episode 490642229 series 3650329
Content provided by Brandon Willey. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Brandon Willey or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://ppacc.player.fm/legal.

Rapid evolution of XR within the entertainment sector, with increased capital flowing into augmented reality (AR) and mixed reality (MR) applications, particularly in location-based entertainment (LBE). Notable innovations include immersive AR experiences at global events like Kansai Expo and AR theme parks utilizing headsets like Meta Quest 3 and HoloLens2, alongside holographic attractions by Enklu. However, the consumer VR landscape faces turbulence, exemplified by Meta’s shift away from VR hardware development toward AR/MR, a move driven by declining Quest sales and substantial financial losses. Microsoft’s discontinuation of HoloLens and Mojang’s removal of VR support from Minecraft underscore the sector’s challenges. Meanwhile, Asia’s amusement industry remains dynamic, with major expos in China revealing a focus on digital tech, IP-driven attractions, and the integration of VR/AR innovations. Overall, the trend indicates a strategic pivot toward lightweight AR/MR hardware, with significant implications for investor positioning in immersive tech, entertainment formats, and cross-sector collaborations.

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Chapters

1. Introduction to XR Technology Landscape (00:00:00)

2. AR vs MR: Understanding Key Differences (00:01:10)

3. AR/MR Applications in Entertainment Venues (00:02:45)

4. Meta's Shifting XR Strategy (00:04:57)

5. Minecraft VR Support Abandonment (00:09:43)

6. Asia Amusement & Attractions Expo Highlights (00:11:23)

414 episodes

Artwork
iconShare
 
Manage episode 490642229 series 3650329
Content provided by Brandon Willey. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Brandon Willey or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://ppacc.player.fm/legal.

Rapid evolution of XR within the entertainment sector, with increased capital flowing into augmented reality (AR) and mixed reality (MR) applications, particularly in location-based entertainment (LBE). Notable innovations include immersive AR experiences at global events like Kansai Expo and AR theme parks utilizing headsets like Meta Quest 3 and HoloLens2, alongside holographic attractions by Enklu. However, the consumer VR landscape faces turbulence, exemplified by Meta’s shift away from VR hardware development toward AR/MR, a move driven by declining Quest sales and substantial financial losses. Microsoft’s discontinuation of HoloLens and Mojang’s removal of VR support from Minecraft underscore the sector’s challenges. Meanwhile, Asia’s amusement industry remains dynamic, with major expos in China revealing a focus on digital tech, IP-driven attractions, and the integration of VR/AR innovations. Overall, the trend indicates a strategic pivot toward lightweight AR/MR hardware, with significant implications for investor positioning in immersive tech, entertainment formats, and cross-sector collaborations.

  continue reading

Chapters

1. Introduction to XR Technology Landscape (00:00:00)

2. AR vs MR: Understanding Key Differences (00:01:10)

3. AR/MR Applications in Entertainment Venues (00:02:45)

4. Meta's Shifting XR Strategy (00:04:57)

5. Minecraft VR Support Abandonment (00:09:43)

6. Asia Amusement & Attractions Expo Highlights (00:11:23)

414 episodes

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