Why is VR Porn the Killer VR App?
Typically, when I’m offered the opportunity to take part in a panel discussion, or give a speech, I’m eager to point out why porn is the torchbearer for virtual reality. These are those reasons.
1. Barrier to Entry: Barrier to to entry for adult entertainment in the VR space is comparatively low—even though the cost of producing a VR porn video is indeed double that of a non-VR porn video. Tech analysts bemoan the fact that VR companies are asking an awful lot of the consumer: pay an exorbitant amount for a nascent technology, where content for said technology is anemic, and amounts to little more than novel demos. In porn, we are not offering demos; we are offering complete scenes with a complete narrative structure—simple though it is—which includes a beginning, middle and end.
2. Proven to Sell: We, as an industry, have a working business model that appeals to a huge base of consumers. BaDoinkVR has been in the black since March. This affords us the freedom to innovate, take risks, and at times, fail. As well, it allows us to continue refining the product. We’ve shot nearly 100 stereoscopic 3D videos in the past year, each around 20 minutes in length, so I’d argue we have more experience developing and directing Virtual Reality content than just about anybody on the planet.
3. Exploiting the Power of VR: As stated above, games will ultimately overtake porn as the engine that powers VR, but that day has not come, and will not, I reckon, for a couple more years. Simply, the best non-VR games are vastly superior to the best VR games. There isn’t a VR game out there that is as rich, robust and compelling as, for example, Grand Theft Auto or Call of Duty. VR porn, on the other hand, when compared to non-VR porn, is infinitely superior, more visceral and titillating. It’s an open and shut case, and really demonstrates in convincing fashion why VR could be the next great mass communication medium.
4. Improves the Medium: Among the unique things about BaDoinkVR—and our competitors—is that we are intrinsically a walled garden, a subscription-based product. In the members area of BaDoinkVR, we offer a feedback forum and are afforded a direct, ongoing dialog with users. This—along with Oculus NSFW Subreddit–has proven crucial to improving our videos and tech. Our production team meets constantly, and often, their meetings are triggered by user feedback. I feel like we are pushing the evolution of VR through this democratic engagement with the consumer. It’s improved our videos, our native apps for smartphone users, our desktop app for Oculus/Vive users, even our UX. And what we’re learning from the consumer is invaluable to the entire space since—no matter the billions in investment—VR will not survive if it does not captivate the consumer.