Oculus rift
Analyse sectorielle : Oculus rift. Recherche parmi 300 000+ dissertationsPar rafaeloanto • 10 Décembre 2014 • Analyse sectorielle • 302 Mots (2 Pages) • 597 Vues
OCULUS RIFT
What justify the purchase of a video game company by the first social network ?
More than just a video game
FACEBOOK defines a very new purpose for the RIFT which is far from its initially goal. FACEBOOK wants to be the first “upgrated” social network which improves relationships and avoids computers. Making the RIFT cheaper for becoming a new star product like smartphones or computers. If every FACEBOOK user acquires this device, could you imagine how many RIFT FACEBOOK will be sold ?
As Mark Zuckerberg (FACEBOOK CEO) describes on his FACEBOOK, the virtual reality could be one of the “platforms of tomorrow”.
"Imagine yourself enjoying a game at the forefront, studying in a classroom with students and teachers from around the world, consulting a doctor putting on your glasses at home, organizing a business meeting. This is a new communication platform."
Entire interview
A new promising market for advertising
With this kind of headset, making an ad efficient and profitable never was so easy. The screen’s headset is directly in touch with user’s eyesight and it’s impossible for him to avoid it while he is using it. The “in game advertising” market currently worths almost $ 700 million.
Following its economical model and studies, the social network could produce for the third 2013 trimester more than $ 1.80 billion of profit, only thanks to advertising.
The competition
FACEBOOK quickly wants to penetrate the virtual reality market. GOOGLE already did it with GOOGLE GLASS, a clever device which is, like the RIFT, wearing on head. The competition is rough and FACEBOOK has to react quickly. With the RIFT, FACEBOOK now get a very powerful high technologic stuff and a lot of crucial information for digital future.
Last November, the social network organized in Los Angeles a big event meeting developers to imagine applications for this kind of connected device.
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