iGB Affiliate 51 JunJul | Page 70

INSIGHT BECOMING A (VIRTUAL) REALITY? Tech companies from Canon to Google have dipped their toes in the water of VR, but it’s with the mass-market roll-out of Oculus Rift from Q1 2016 that things will start to get really interesting for consumers and advertisers of iGaming and other products, writes Mike Dodgson of Digital Fuel. WHEN DOC BROWN and Marty McFly set the date inside the DeLorean to 2015 in the Back To The Future film trilogy, we caught a glimpse of what the world might look like: flying cars, self-drying clothes and hoverboards were the pinnacle of technology in a world that had progressed so much in the 30 years following. Unfortunately, aside from smart watches and selfie sticks, we’re a long way from flying cars. However, the world of virtual reality is fast approaching in a big way, and it’s something that can revolutionise entertainment, and potentially how we will interact with brands. One company leading the way in virtual reality (“VR”) is Oculus. The Californiabased company raised an initial round of capital in 2012 (of which $2.4m came from the crowd-funding campaign Kickstarter) to develop its successful prototype. Palmer Luckey, a VR enthusiast, is the brains behind Oculus. In 2011 at age 18, he created his first head-mounted display (HMD) in his parents’ garage. Several prototypes and countless blog posts later, Luckey went on to hook up with a number of other VR entrepreneurs, including John Carmack and Brendan Iribe, who assisted in developing the product. Subsequently, Luckey left university to focus solely on what was then the un-named Oculus. In 2014, Mark Zuckerberg announced that Facebook would acquire Oculus for a deal worth US$2bn in cash, plus Facebook shares. The Oculus Rift is the product that was originally devised in Luckey’s garage three years earlier, and is on track for release as a consumer product in Q1 2016 at a cost of around $300 (although you can pre-order the development kit now). 66 iGB Affiliate Issue 51 JUNE/JULY 2015 The product involves a head-mounted display (HMD) unit covering the user’s eyes and line of sight, with the option of headphones for an all-around peripheral VR experience. Oculus boasts that the HMD unit includes custom-tracking technology that allows the user to experience a 360-degree view in H