CM Productions, LLC recently launched VRCosplayX.com, a virtual reality porn site focused on fulfilling myriad cosplay fantasies. The site includes interesting parodies of games like Grand Theft Auto, Pokemon Go, Overwatch and League of Legends.
Such a site doubtless appeals to any fan of adult entertainment. The talent is attractive, the VR production value is high, and the sets are creative and inventive.
So best of luck in that regard. I reckon it will be a very successful venture.
I mentioned derivatives in the title, because it is something I’ve been thinking about of late. Mostly because of the marijuana reform bills that succeeded in the last election–arguably one of the few positive outcomes from that dark day.
I’m not in the marijuana business, and I’m not likely to get involved in any segment of it, but it is intriguing to ponder from a derivatives position. The notion that marijuana may be legalized at the federal level in the none-to-distant future. One can’t help but wonder about the businesses that will spring up as a result. Consider, for example, the beer, wine & spirits sector. There are plenty of business, plenty of people, making good money on it, and most are not the brewers, vineyards or distilleries.
Now as far as derivatives of VR porn, I stumbled upon one a couple of days ago. A VR Cosplay Porn blog: VRCosplayMate.com. Naturally, I was happy to see that this blogger, who calls herself Logan Legend, was promoting VRCosplayX.com. Truth be told, she’s got few choices since VRCosplayX has a corner on the VR Cosplay porn market.
Her blog focuses on the individual videos. She reviews them, in great detail, and she puts the reader there because each review turns into an erotic story that walks the reader through every nook and cranny of each scene. Funny. Original. Innovative. Impressive.
So here’s to you, Logan Legend. I’ll keep reading you if you keep writing!
More recently, I was interviewed by them again, this time by Lux Alptraum. The article evinces a high degree of skepticism, which is certainly fair. Alptraum takes aim at, among other things, the messaging associated with Virtual Sexology: Become a better, more attentive lover. We’re equating good-loving with having a hard penis which is, indeed, reductive. I don’t agree that that’s what we’re doing. In fact, I’d say she’s being pretty reductive herself.
Alptraum also makes a point of noting that the program, while purporting to be for both sexes, is from the male point of view. This is undeniably true, though I did tell her our second installment in the Virtual Sexology series would be from the female point of view. The fact is that in advance of having a marketing specifically for virtual sexology, traffic to the Virtual Sexology program is overwhelmingly male, largely BaDoinkVR subscribers.
However, thanks to journalists like Lux Alptraum, the exposure grows beyond the male demographic to include adults of both sexes. So, I can only say thanks for the coverage, Alptraum. Know that this was our first attempt at stretching beyond porn into self-help, and don’t forget to have a look at the next production, coming in 2017!
BaDoinkVR has been working with AliceX since it first launched in Q1 2016, as I allude to in my quote in the press release. It’s the perfect sister site to a VR porn site like ours. As well, I’m a long-time friend of the entrepreneur who envisioned and created the product.
With this partnership, we’re the first company to take advantage of AliceX’s white label service. This means that we will be able to market AliceX as our own product, inasmuch as the design and feel of AliceX will be consistent with that of BaDoinkVR. Additionally, the brand itself will be one of our choosing.
This partnership will result in further synergy between our respective companies, and for AliceX, additional partners throughout the industry, including 2D live came companies, VR porn companies like ours, and non-VR subscription-based porn sites.
This is part 2 of 2. In the first part, I tried to provide a little background on the subject of data commercialization, and how the opportunity arose–basically fell in my lap–for BaDoinkVR. In short, we were–and still are–in the position to generate some very it looked like a goldmine. We were in the position to generate numerous surveys, and, most importantly, numerous targeted responses inexpensively.
The issue we ran into is no surprise: fear of VR porn. Every research firm we spoke with, even those salivating at the notion of having so much consumer data at their disposal, so much more than any other research group, demurred.
I did not bang my head against the wall too much after resigning myself to the fact that this bird was not going to fly. However, in a broader sense, it made me sad. The truth, after all, is out there; or, more accurately, the truth is in here. Yet, the fact that the truth is being written by a porn company means that research firms are opting to fly blind.
An association with us potentially damages reputations. And that risk is significant enough that all would prefer to guess at the truth, work from unnecessarily small, and thereby likely inaccurate data. It’s an unfortunate commentary. And it only underscores the value of truth.
Perception, we know, always outranks truth, even in the time of Big Data.
This review of Google Daydream View, penned by Jamison Cush, is thorough and comprehensive. There are no mentions of VR porn or BaDoinkVR, but that can be forgiven. When I read an article, and note that kind of omission, I’m always inclined to blame the editor.
He praises the design and feel of the device, as well as the intuitive remote. Unfortunately, there are some damning drawbacks to the new Daydream Viewer, specifically an unimpressive 110° field of view and insufferable amount of light leak. Light leak, in all HMDs, in this nascent stage of VR development, is unavoidable, but Cush points out that in the case of Daydream Viewer, the leakage is flood-like.
I take all of his comments to heart. What worries me about this write-up is that it underscores a persistent Google deficiency: they simply fall short when it comes to developing physical devices.
Of course, even if Daydream Viewer never improves adequately enough in subsequent iterations, all is not lost. So many manufacturers are on board with the Daydream platform, and I reckon many of those will develop their own headset, and maybe most of those will be vastly better than Google’s.
Still, it does not make for the best first impression, especially if you’ve been called the Gear VR Killer for nearly a year.
BaDoinkVR’s first Virtual Sexology program was created to help adults become better, more attentive lovers. However, that serves as a mere introduction to the concept, as ultimately the goal is to create additional programs, targeting specific sexual hangups. All will fall under the heading of exposure therapy.
Fear of intimacy? Immerse yourself in this program.
Premature ejaculation? Immerse yourself in this one.
Can’t reach orgasm? Try this.
Diaz references the first programs offered in Oculus Home to Gear VR users: one that helps with public speaking, another that confronts one’s fear of heights.
I’m happy to see that this is now being discussed. As I’ve mentioned previously, a startups foray into exposure therapy via VR was the inspiration for BaDoinkVR to stretch from mere VR porn to sex therapy with Virtual Sexology.
The adult VR market is very, very green, largely because the entire VR space is even greener. Honestly, if you’re someone with a $.99 pair of Google Cardboard, you are an Early Adopter. Early majority? That on-ramp is miles down the road.
Is it ripe to be pursued vigorously by affiliates and content producers or are some other things needed before real growth will be possible?
The unedited transcript is posted here in VRBlunt.com. They asked about Todd Glider’s background, and career in the porn industry, as well as the history of the BaDoink brand, as well as the history of new product BaDoinkVR.
Kiiroo’s Onyx, for those who don’t know, provides a haptic component to the VR porn experience. This is awfully important since the key to virtual reality is immersion, or presence, or telepresence, and one can’t say they’ve achieved any of these three things when only two of one’s five senses are experiencing a virtual reality.
When compared with traditional forms of entertainment, how many users are currently already using VR gear to watch adult entertainment?
It’s impossible to provide accurate data. Anyone who says they have that data is being somewhat disingenuous. The market at this point is very, very small because the number of consumers in possession of a VR headset is infinitesimal, compared to smartphones, desktops and tablet computers. Broadly, it’s important to remember that, for all the fanfare, hype and truly inspiring VR programming available, VR as a tech is still incredibly embryonic. All of the excitement it garners is worthwhile and valid and appropriate, but what we’re most excited about, what’s worthy of all that excitement is the signals splintering off the tech. It’s not about what’s here now.
How will this change in the near future? When do you expect that VR will reach user numbers close to what we see today with computers, TV or smartphones?
The release of PlayStation VR is worth celebrating. Google Daydream, even more so. The levee breaks once eye-tracking comes to town. That makes foveated rendering possible. And once video resolution can be managed in a manner that does not require everything in your field of view to be displayed at max resolution, the demands on processing power will drop enormously, and many more consumers will be in the position to afford higher-end devices. When will VR gear be as commonplace as computers, TVs or smartphones? I think we’re a decades out, honestly. Consider that we all know one or two people who live without TV, live without a smartphone. They’re curiosities. They’re noteworthy. We’re still at a point where it’s noteworthy if someone owns a VR device.
Let’s talk a bit about the hardware. The most widely used way right now for VR could be solutions similar to Google Cardboard, since these are the easiest, and by far cheapest solutions. Is the quality of such devices good enough for VR porn?
At BaDoinkVR, we were the first to give away Google Cardboard with every subscription to our VR porn site, but these are, to put it colloquially, gateway drugs. They don’t deserve a place on the shelf alongside your other gadgets. They’re here to give you a taste, and encourage you to purchase something better—like Gear VR, Oculus Rift, HTC Vive. That’s what makes the release of Google Daydream so exciting. Most people are not going to jump from cardboard to Oculus Rift or HTC Vive. They’ll jump to a mid-range device. Up until recently, that meant Gear VR, and Gear VR, good as it is, works with only a few Samsung phones. With Google Daydream, we see many, many more manufacturers agreeing to release phones supporting the platform. That gives the entire market a nice kick.
What art the minimum requirements a VR headset and the hardware should have to create an enjoyable experience for the user?
Any smartphone released in the last two or three years, with Google Cardboard, or cardboard equivalent, is sufficient to enjoy VR porn. However, the average consumer is not going to watch VR porn in lieu of non-VR porn until, at minimum, they’ve acquired a device that is mid-range or higher.
Other solutions from Oculus, Sony or HTC are far more pricy. Does the user see the difference? And will he be willing to pay the higher price to watch adult entertainment on these devices?
The experience on HTC Vive and Oculus Rift is, hands-down, superior to the experience on Cardboard, or Gear VR, or any smartphone-driven solution. As far as willingness to pay a higher price, I believe that anyone considering the purchase of one of these high-end devices, when listing the pros and cons of purchasing, he or she definitely puts ‘VR porn’ in the plus column.
I doubt that those companies actively support porn on their devices, if they not even try to obstruct it all together. How easy or complicated is it to enjoy VR porn on Rift, Sony VR or the Vive?
Watching VR porn on the HTC Vive and Oculus Rift is as easy as watching VR porn on a smartphone, if not easier. In fact, BaDoinkVR even offers its own desktop player to subscribers. Watching VR Porn on PlayStation VR is also possible with BaDoinkVR, though, at this point, the process is a bit more convoluted.
Will the consumers readily pay for VR content?
They will and do. BaDoinkVR is already profitable, and consumers, at large, see VR content as something separate from ‘normal’ porn. At this point, scarcity certainly has a hand in that. But it’s also an acknowledgement of the quality. Video sharing sites, which are the reason that consumers haven’t expected to pay for porn for nearly a decade now, are lowest-common-denominator channels of distribution. They’re McDonalds and Taco Bell. VR porn, by comparison, is sitting down at the best steakhouse in town.
How will the market for VR porn develop within the next year?
It will continue to grow, the result of more devices hitting the marketplace, the result of more people experiencing virtual reality for the first time. Once you’ve tried it, VR porn leaves a lasting impression. The challenge for everyone in the VR space is convincing people to put those goggles on for the first time. Once he or she does, there’s no going back. They never look at porn the same way again.
This article by Lewis Painter gives readers a primer on virtual reality. It includes a section on smartphone-driven VR, desktop-driven VR, VR games, VR apps, and, of course, VR porn, where BaDoinkVR is mentioned alongside PornHub, with whom we collaborated in March 2016.
The more articles like this written and posted, the better off everyone in the VR space is.