A Panel of VR creators, distributors and exhibitors will tackle head on one of the biggest challenges that faces the nascent VR industry - distributing to audiences. With VR being such a new and rapidly developing medium, how do consumers get access to the best content? What are the platforms that are succeeding and what can we learn from these early days of hosting and distributing VR experiences online? Is a VR Spotify or Netflix around the corner, or will we continue to see more independent distribution? Finally if there is no clear pathway to distributing content, how will this effect the production and exhibition of virtual reality storytelling?


Supported by DDD60