EVOLUŢII ÎN CADRUL INDUSTRIILOR CREATIVE
ASPECTS REGARDING VIRTUAL REALITY AS INNOVATION
IN CREATIVE INDUSTRIES
CRISTINA LEOVARIDIS∗
MONICA BAHNĂ
ABSTRACT
The paper focuses on innovation generated by using virtual reality in one of the
most innovative economic sector, the creative industries, aiming to identify the
characteristics and the context of innovation by using virtual reality in this complex
domain. As new combinations of knowledge and resources, innovation, regardless of its
type, creates possibilities of new innovations, and thus set the framework for
continuous development; innovation in services, and especially in cultural-creative
industries, became a theme of interest during the last years, because its effects extend
beyond this sector and affect activity in the whole economy. From strengthening
imaginary reality within gaming and entertainment, to simulate reality for educational
or social purposes, virtual reality has proved to be an unrivaled innovation strategy. The
paper will include an empirical research based on semi-structured interview guide
addressed to some entrepreneurs in three different areas of creative industries
(architecture, journalism, advertising) from three different European countries, aiming
to identify the internal and external factors that determined the use of virtual reality as
an innovative technology, the modalities and consequences of its implementation in
these three fields of creative industries.
Keywords: virtual reality, creative industries, innovation, services sector.
1. INTRODUCTION
Although virtual reality has been used as a technology for nearly 40 years,
the widespread adoption and in particular the application of technology inside the
creative industries is a relatively new phenomenon that challenges innovators to
find different ways of implementation through creative applications of technology,
∗
Associate Professor, Ph.D., National University of Political Studies and Public
Administration, Faculty of Communication and Public Relations, Bucharest; e-mail:
cristina.leovaridis@comunicare.ro.
„Revista română de sociologie”, serie nouă, anul XXVIII, nr. 3–4, p. 157–172, Bucureşti, 2017
Creative Commons License
Attribution-NoDerivs CC BY-ND
158
Cristina Leovaridis, Monica Bahnă
2
by integrating it into the existing workflows, as well as by creating new working
methodologies to facilitate this phenomenon’s growth.
Virtual reality (VR) has rapidly become one of the most exciting computer
technologies – exercising a strong influence on the popular imagination, attracting
hundreds of researchers, and spawning a booming industry.
As the goal of VR is to create immersive virtual environments (VEs) that let
the user experience a computer-generated world as if it were real – creating a sense
of presence, or being there in the user’s mind –, its benefits had graduated from
impressive visual demonstrations to producing results in practical applications.
(Bowman & McMahan, 2007, p. 36)
Today, virtual reality extends beyond IT&C, being used in many industries,
in various forms, often involving new ways of introducing experiences to public.
Virtual reality allows the reproduction of an environment and simulates a physical
presence in places in the real world, in the imaginary world, or in a hybrid of the two.
The analysts have insufficiently researched the role of innovation and
technological change in services, although services are increasingly appreciated as
engendering a diverse range of innovation activities. Moreover, among services
firms, creative-industries organizations such as advertising, design, architecture,
marketing, public relations, market research etc. represent the most innovative
companies, offering innovative solutions to solve problems of their clients every day.
In this context, our paper aims to investigate which is the current situation of
using VR technology as a strategy for innovation in an innovative economic sector
par excellence, creative industries, and what is the context in which these new
technologies have been implemented (organization’s internal and external favorable
factors, barriers etc.). To create a comparative overall picture, field research
respondents are entrepreneurs in various creative industries, from different
European countries, of different ages and genders.
2. LITERATURE REVIEW
2.1. CREATIVE INDUSTRIES AND THEIR ROLE IN EUROPEAN ECONOMY
In recent years, many different definitions were elaborated to describe the
specific features of the creative industries: notions as “creative sector”, “creative
industries”, “cultural industries”, “creative economy” etc. refer to a wide range of
activities that involve the commercial exploitation of creative and artistic inputs.
According to concentric circles model (Throsby, 2008, p. 149), “at the center
are core industries whose proportion of cultural to commercial content is judged
(…) to be highest, with layers extending outwards from the centre as the cultural
content falls relative to the commercial value of the commodities or services
3
Aspects Regarding Virtual Reality as Innovation
159
produced”: core creative arts (literature, music, performing arts, visual arts), other
core cultural industries (film, museums, galleries, libraries, photography), wider
cultural industries (heritage services, publishing and print media, sound recording,
television and radio, video and computer games), related industries (advertising,
architecture, design, fashion).
Some official European institutions (European Commission, 2010, p. 5–6)
distinguish between “cultural industries” (those industries producing and
distributing goods or services considered to have a specific attribute, use or
purpose which embodies or conveys cultural expressions, irrespective of the
commercial value they may have – performing arts, visual arts, cultural heritage,
but also film, DVD and video, television and radio, video games, new media,
music, books and press) and “creative industries” (those industries which use
culture as an input and have a cultural dimension, although their outputs are mainly
functional – architecture, graphic design, fashion design or advertising).
The creative and cultural industries contributed in 2012 to 4.2% of Europe’s
GDP. This economic sector is the third-largest employer in Europe, after
construction and food and beverage service activities (bars and restaurants). More
than 7 million Europeans are directly or indirectly employed in creative and
cultural activities – 3.3% of the EU’s active population. Performing arts
(1,234,500), visual arts (1,231,500) and music (1,168,000) employ more than
1 million people each, followed by advertising (818,000), books (646,000) and film
(641,000) (Ernst & Young, 2014, p. 10). Some sectors have a higher percentage of
youth employment than the rest of the economy. (European Commission, 2013, p. 12)
Moreover, some authors identify a relation between cultural and creative
sectors development and the prosperity of those regions: “those regions with above
average concentrations of Europe’s creative and cultural industries employees are
generally those where economic prosperity is highest” (Power, 2011, p. 8):
Europe’s wealthiest regions house great levels of creative and cultural industries
concentration – maybe creative and cultural firms and employees are drawn to the
markets from prosperous regions, but maybe the creative and cultural industries are
themselves important contributors to the economies of Europe’s wealthiest regions.
Other authors (Marco-Serrano, Rausell-Koster and Abeledo-Sanchis, 2014,
p. 81–91) try to identify a possible causality between regional income generation
and employment in the cultural and creative sectors. Using regional European data
for 1999–2008, their results show that there is significant bidirectional causality
between the per capita GDP and employment intensity in the cultural and creative
industries, allowing them to conclude that there is a “virtuous circle” fed by these
industries.
160
Cristina Leovaridis, Monica Bahnă
4
2.2. THE INNOVATION AND ITS SPECIFIC TRAITS IN CREATIVE INDUSTRIES
Joseph Schumpeter considered innovation as a creative destruction, as a
commercial exploitation of an invention, as a replacement of an outdated thing
through the creation of something new and better. Thus, the innovative
entrepreneur forces the market to adapt to his inventions and forces his competitors
to find solutions for the new market conditions. (Glodeanu et. al., 2009, p. 31)
According to Drucker (1993, p. 159–163), there are different possibilities to
create innovative products: changing the values and characteristics of a product, so
that “the strategy itself becomes an innovation”, innovation of the price system,
innovation of the services performed by the product, introduction of
maintenance/consulting/installing costs in the sale price of some products,
innovation related to new value criteria which are taken into consideration when
designing and developing a product. As new combinations of knowledge and
resources, innovation creates possibilities for new innovations, but also for new
business opportunities and, thus, set the framework for continuous change and
development. (Leovaridis, 2014, p. 10–11)
In recent years, innovation in services became a topic of interest, as services
sector begins to employ an increasingly part of actual young and educated
workforce in cities and to contribute to economic development of regions in which it
operates. According to Miles (2011, p. 433), innovation in services extends beyond
the services sector and thus it affects activities in the entire economy; some services
represent important pillars in innovation processes throughout the economy as
transfer agents, innovation support and sources of innovation for other sectors.
In some European countries, the creative industries report higher innovation
than non-creative industries: for example, in Great Britain over 40 % of firms in
creative industries report use of in-house R&D; over 20 % report use of design
inputs and almost 35 % innovations in marketing; each of these is higher than their
non-creative counterparts. (Bakhshi, McVittie & Simmie, 2008, p. 21–22) Miles
and Green (2008) call innovation that is performed in the creative industries as
“hidden innovation”, because it may remain hidden if it is evaluated by using
traditional innovation indicators.
This applies especially for creative products and services that are designed
individually for each client, for example in graphic design, architecture or
performing arts: “these customized products may be viewed as aesthetic
innovations since their appearance differs from that of any other product produced
by the same producer before. From the designer’s, architect’s or artist’s point of
view, they are not new products, however, since they simply represent their
standard product”. (Müller, Rammer, and Trüby, 2009, p. 5)
Aesthetic innovation, as a specific form of innovation often used in creative
industries, is also called “soft innovation” and it includes: “the creation and launch
of new books, CDs, theatre productions, movies or advertising promotions; others
5
Aspects Regarding Virtual Reality as Innovation
161
reflect aesthetic components of functional products – new clothing lines, ranges of
furniture, designs for motor vehicles, food products”. Soft innovations also include
“the development and launch of new financial instruments, which may have neither
technological nor aesthetic components at their core”. (Miles, Green, 2008, p. 14)
The same authors classified the hidden innovations in creative industries in
different types: product innovation I (repackaging and repurposing content),
product innovation II (new products, new markets, improved quality); process
innovation; using users; delivery innovation and new interfaces. (Miles, Green,
2008, p. 48–50) Other types of innovation frequently used in creative industries
sector are innovations in human resource management and in work organization,
called organizational innovations.
2.3. VIRTUAL REALITY – A SYNTHETIC VIEW ON CURRENT THEORIES
The technology exists since 1960 and although we have been using the
oxymoronic expression Virtual Reality (VR) for more than fifteen years, defining it
is still not an easy task. French authors Philippe Fuchs, Guillaume Moreau and
Pascal Guitton argue that we must reject the definitions that “inappropriately mix
the purpose of virtual reality, its functions, applications and the techniques on
which it is based”. (2011, p. 5) According to their theoretical and pragmatic
approach of virtual reality, the definition regarding the purpose of virtual reality, as
a simulation of certain aspects of the real world, a symbolic world or an imaginary
world must be completed by the technical definition that classifies virtual reality as
a ,,scientific and technical domain that uses computer science and behavioral
interfaces to simulate in a virtual world the behavior of 3D entities, which interact
in real time with each other and with one or more users in pseudo-natural
immersion via sensory motor channels.” (Fuchs, Moreau & Guitton, 2011, p. 8)
Thornhill-Miller and Dupont’s research emphasizes the need, as well as the
advantages and consequences of using virtual reality, one of the most complex and
developed of the emerging technologies of cognitive enhancement, as an
indispensable tool among researchers, educators, trainers, designers, managers and
other professionals working in the area of creativity and innovation because of the
useful perspectives and significant contributions it can make to human performance
and understanding. Their study reveals that the VR technologies offer a costeffective means of optimizing and enhancing creativity and problem solving
techniques by enhancing interactions and collaborations having a positive impact
on the environmental conditions and influences, by facilitating guidance and
gamification of the problem-solving process. (Thornhill-Miller & Dupont, 2016,
p. 102–121) According to other studies (Abulrub, Attridge & Williams, 2011,
p. 5–13), virtual reality has achieved an adequate level of development for it to be
considered in innovative applications such as education, training and research in
higher education, generating a considerable amount of interest in this field.
162
Cristina Leovaridis, Monica Bahnă
6
In a recent comprehensive report released by the Interactive Advertising
Bureau (IAB) and its Mobile Marketing and Digital Video Centers of Excellence,
over two dozen leading voices in advertising, publishing, VR software and
developer platforms were interviewed in order to describe the current state of the
VR landscape: “VR contains stereoscopic video allowing each eye to view a
different display or video that – when combined with the view from the other eye –
creates a visual, virtual reality. Spatial audio – where sound has direction and
volume relative to its source – enhances that virtual experience with 3D sound. The
ability to walk around this virtual world can help to maximize the immersion
effect. And the self-awareness provided by one’s own hands and feet in a virtual
world can further immerse the participant in an alternate reality”. (IAB, 2016, p. 2)
Called also “the next big thing” in digital advertising, the VR technology is
improving, and hardware is becoming cheaper and easier to access. Other terms
and acronyms used are AR (Augmented Reality), MR (Mixed Reality) and IR
(Interactive Reality), which, despite their own definitions, each provide immersion
to lesser degrees than VR. An example is the “recent mobile game called Pokémon
GO that harnesses Augmented Reality and has drawn millions of people across the
world to chase down imaginary creatures in the real world, using their mobile
phones”. (IAB, 2016, p. 3) The challenge, as well translated into risk by the
interviewees, is the current rate of adoption and the monetization challenges, given
the relative limited audience. The consumers’ critical first impressions are also a
VR weakness – “while it is possible they will be dazzled by the experience, there’s
an equal chance for them to have an underwhelming, or worse, nauseating
experience” (IAB, 2016, p. 8) Regarding strengths and opportunities, experts in
domain “use terms such as immersion, presence and empathy to highlight the
difference in storytelling capabilities that VR brings”; more, it “enables the viewer
to control what they see as they move their head or their virtual bodies (avatars)
through space, essentially turning the viewer into the storyteller”. (IAB, 2016, p. 5–6)
The innovations in this technological field itself promise to unlock the next
generation of groundbreaking VR experiences, including software development
that will make possible the participation of each and one of us in creating and
instantly sharing personal or customized virtual reality applications, pushing the
boundaries of the immersive by offering the framework for it: a virtual reality
creators' platform, followed by a virtual reality browser and, of course, a virtual
reality social platform.
3. RESEARCH METHODOLOGY
The purpose of our research is to identify the internal and external factors that
determined the use of virtual reality as an innovative technology, the modalities
and consequences of its implementation in three fields (and professions) belonging
to creative industries mentioned as preferred by young Romanians: journalism,
architecture, advertising.
7
Aspects Regarding Virtual Reality as Innovation
163
According to the sociological research called Attractiveness of creative
professions and entrepreneurial orientation among young people in creative fields
conducted by the University of Bucharest and Gea Strategy & Consulting in 2011
(whereas the study aimed to identify the entrepreneurial orientation among young
people aged 15–25 years from our country in the field of creative industries), the
most attractive creative professions' top positions are occupied by the following:
journalist, photographer, architect, IT programmer, fashion designer, actor, dancer,
TV producer, musician, film director, illustrator, writer, designer of industrial
products, singer, copywriter in an advertising agency etc. (Moise, Jderu, and
Cristea, 2011, p. 2–3)
Several specific research objectives are the following: to identify the internal
situation of the organization when introducing the new technology based on virtual
reality and the effects of the participant factors within the organization on the
approach of the initial stage of implementation; to identify the effects of external
factors (such as the market condition, the degree of interest of customers and
consumers, the competitors’ attitude) on the implementation process of the
technology based on virtual reality in the mentioned domains; to identify the future
directions in using applications based on virtual reality in the organizations our
subjects refer to, and the potential risks arising from these directions of development.
The main reason that guided us towards the qualitative research, more
specifically to the descriptive, exploratory approach, it is the very nature of the
investigated problem itself: only such a method could lead us to the core and the
details of a phenomenon so new and complex as it is the use of virtual reality in the
creative industries. Moreover, the studied phenomenon is not so well known yet to
measure its intensity, but we are dealing with a remarkable development that must
be first understood, since its’ features are not sufficiently delineated and they have
to be yet identified and thoroughly studied by following descriptions and
explanations as complex and complete as possible.
As a core component of the qualitative research, the technique we associated
to this method was the in-depth face to face interview based on a semi-structured
interview guide, which focused on the perspective of the subjects in their natural
environment (working organization) – on their values, on how they see the problem
– offers the possibility of a complex interpretation and exhaustive knowledge over
the investigated phenomenon making it possible to identify new research directions
that were not originally considered by the investigator. All the questions of the
interview guide can be found in the ANNEX.
Approaching a fresh, not so known perspective on a domain (in our case, the
creative industries as a sector that provides space for implementation, facilitates its
applications and benefit from the use of virtual reality), it was highly recommended
the use of the semi-structured interview as it is known for offering an increased
degree of freedom for researcher, in order to explore as many as possible facets of
the phenomenon, one question at the time; although the theme of the conversation
164
Cristina Leovaridis, Monica Bahnă
8
was established, the questions and their sequence (all the more the answers) were
not predetermined – it was only used an interview guide that included a few
directions for discussion. The goal was to gather information in order to: identify
the internal factors within the organization that aroused the interest of these
entrepreneurs belonging to the creative field to approach the virtual reality as an
innovative strategy (including the interviewees’ personal reasons, as well as the
organizations’ initial resources); to identify the types of VR applications preferred
by the professionals from the chosen domains; to identify the advantages and
disadvantages of the VR technology implementation in the services offered by
mentioned sectors; to identify the barriers in creating and implementing innovation
strategies based on VR applications; to identify the external factors (outside the
organization) influencing the innovative introduction of VR technology in the
creative industries (including the market, the competitors, the attitude of
interest/acceptance/rejection of the consumers); to outline an overview on the
future prospects regarding the VR technology implementation in the creative
industries as a form of innovation, including the benefits and risks of it.
In order to find out information about the use of virtual reality as an
innovation strategy in the field of creative industries, there were chosen as
interviewees three professionals from the top of the attractive creative industries
for youngsters, professionals with experience in their areas of expertise (so they
can understand the need for innovation but also are passionate about the domains
they excel in). All three interviewees were chosen to be entrepreneurs in their field,
so they can give us information that is complete and relevant regarding their sector
of activity. Each interview lasted about 2 hours; all the interviews took place in the
month of September 2016.
Moreover, since our aim is to offer a heterogeneous overview on the
phenomenon, our interviewees do not have the same nationality, nor the same
gender or the same age: R.G., Spain, aged 55, represents the advertising field;
A.B., UK, 38 years old, works in the field of journalism; R.V. from Romania,
27 years old, works in the field of architecture.
4. RESEARCH RESULTS
4.1. DESCRIPTION OF RESPONDENTS’ LOT
R.G., originally from the Alicantine area, has developed his own business, a
successful advertising agency in Alicante, bearing the imprint of innovation since
its inception. The business stirs interest and popularity locally, in terms of
attracting customers, but also on a national and European level due to the agency’s
involvement in numerous corporate social responsibility campaigns initiated with
the purpose of promoting tourism and gastronomy of Orihuela, South Coast.
9
Aspects Regarding Virtual Reality as Innovation
165
Regarding the innovation strategies of the agency, he says that most of it is the
result of the young team that is heavily interested in integrating “global trends in
advertising” in their own agency. To be noticed the open-mindedness of the leader
– whose motto is, as he states: “nothing wrong ever happened for using creativity”
–, which enables the team to be extremely free when it comes to proposing, and
even implementing ideas. Whilst he assumes his part in growing the business when
it comes to client acquisition, customer service, new business, his attachment and
involvement in the agency life do not affect or limit in any way the juniors or the
seniors in experimenting new tools, technologies or strategies. The innovation
strategy through virtual reality technology started out as an experiment due to the
agency’s organizational culture of experimenting itself.
A.B., originally from Manchester, dedicated herself to journalism studies for
eight years, continuing the professional path with an internship in Stockholm, the
city that she calls “a focal point of innovations in journalism”. Later on, while
working on business news for New York Times, London, she came across different
business models in journalism. Together with her husband, a major figure in the
world of journalism, she opened a newsroom on their own, putting into circulation
a niche market newspaper created with the purpose of delivering the English (or
English-speaking) public original and factual reports on what is happening in
Spain, with professional content and editorial analysis. The desire for innovation
led to implementing and tackling various methodologies and technologies to bring
the news faster and closer to the audience. As a result, they created editing software
that shortens the verification time, the review system between reporters and editors
and the authorization process across the newsroom hierarchy, reaching record
times up to 6 minutes for breaking news publishing.
R.V. was still in high school when he started to study on his own the effects
of new technologies in architecture. Passionate about the futuristic architectural
visualization, he started his career as an architect not on the benches of the Faculty
of Architecture, but as a self-taught 3D visualiser. He points out that “there is a gap
between what is taught in the architecture schools or faculties and what is really
required in practice”. With ten years of experience, R.V. is among the first ones
who started working in 3D software right when they were launched on the market
for mass use, even though initially they were designed for game developers only.
He states that “he is fortunate to be growing with the software itself, but that he
will continue to work hard to consolidate his leader position in an environment as
unstable, yet as challenging as the 3D industry is”. Unlike his colleagues, he started
working since he was a teenager, mostly during night time since his clients were all
active in another time zone (Canada, Australia, US, Japan), getting involved in
visualization projects that contributed to his professional evolution by being
challenged to execute accordingly to high quality standards, spending his time on
constant self-improving jobs, rather than to be employed in a Romanian
architecture firm. According to him, “the problem is not that Romania lacks great
166
Cristina Leovaridis, Monica Bahnă
10
architects, but the fact that the bureaucracy and the whole system of constructions’
authorizations is unethical, are forcing the architects to sell their work very cheap,
thus demotivating them to create quality products at a competitive level”. By
becoming an entrepreneur (pixeller.net), he is doing “everything in his power to
differentiate himself and his services on the market so he can attract clients all
around the world”. Passionate about technology, he says that “VR applications fit
him like a glove, allowing him to encapsulate the strengths and capabilities of
architecture for a better understanding on the behalf of the clients, an easier
transmission and sale of it to the customers, being a natural step when it comes to
perfecting his own studio”.
4.2. INTERNAL FACTORS (WITHIN THE ORGANIZATION) THAT INFLUENCE
THE INTRODUCTION OF VR TECHNOLOGY
On the first objective, which aims to outline an overview on the internal
situation along the pre-implementation (motivations, factors), implementation
(resources, costs), and post-implementation (risks, benefits) stages of innovation by
using the virtual reality applications, it is ascertained that one of the main reasons
that influenced the development of an innovation strategy based on virtual reality
in all three domains was the intention to “keep up” with the evolution of the
technology and with the large companies belonging to the same markets: ,,Every
time the league players (Coca Cola-Sleigh Ride, Mc Donalds-Happy Meal VR Set,
Michelle Obama-Speech, Volvo-XC90 Test Drive) approach a new strategy or
innovate somehow, we pay attention on how much longevity is foreseen regarding
the new trend they embraced. When it came to VR, we figured out quickly that it
will not go away anytime soon, on the contrary, the more we wait, the more we lag
behind, because in advertising, especially in advertising, the future happened
yesterday...” (R. G., advertising, Spain) In journalism as well, the benchmark is set
by the future evolution of the industry: “Among editors and producers there is a
clear consensus about the use of virtual reality as a medium for news narration that
will complete the wide range of existing resources the same way the television
completed, but not replaced, the radio”. (A.B., journalism, U.K.)
Among the internal factors that determined the interviewees to choose the
virtual reality as an innovation strategy, are listed: the tech savvy team (R.G.,
advertising, Spain), the chance to avoid additional costs by using virtual imaging
before building or altering a building, so customers can “see the house they want
before existing in real life” (R.V., architecture, Romania), the importance of
interactivity when it comes to sending a message to the audience (A. B.,
journalism, U.K.): “Marshall McLuhan was right when he said that the medium is
the message. More so, as nowadays the message is storytelling, we need an
interactive medium to forward it. The first time I interacted with the virtual reality
was the time I was still working at the NYT, where I had the chance to put on the
11
Aspects Regarding Virtual Reality as Innovation
167
Oculus and be placed right in the middle of events, and since it was a historicalthemed documentary, the effect was even more unexpected. I said to myself that
this experience, brought to the world, will change the way we relate to everything
that happens in the world. We will not be just spectators, but participants”. (A.B.,
journalism, U.K.)
Regarding the implementation stage, this was carried out accordingly to the
available resources, but always relative to the expected results: “The costs had an
impact on the human resources as it is very hard to keep working on current
projects and to innovate at the same time, with the same team, in the same 24 hours
that a day has. (...) These costs were however insignificantly small next to the ones
that could have incurred if we would have lag behind the market” (R. G.,
advertising, Spain); “Our current editorial staff is not very big so we only invested
in a mid range 360-degree camera. Besides the equipment costs, we also have to
invest in professionals who know how to process the 360 digital material, because
the editing and montage processes are very different” (A.B., journalism, UK); “We
have expanded our team and invested in equipment”. (R.V., architecture, Romania)
The innovation strategies based on the use of virtual reality are very diverse
in these three domains due to the specific nature of each field of activity, but they
do have in common the adaptation to the public/clients’ demands: “Creating virtual
environments, more specifically multiple design solutions, from lighting, to decor,
to furniture or to materials became the holy grail of architecture. For example, we
can propose a wooden bed that comes in white or in black, placed on the left side
or on the right side of the bedroom. The client walks into the room and moves the
objects, changes their shape or their color accordingly to his own tastes and desires,
shortening our working time by 3 hours (instead of the classical back and forth
discussions about the details)” (R.V., architecture, Romania); “(...) until now, we
experimented VR mostly in the game advertising area, as our clients requested. The
entertainment function is at the core of our VR services, at least for the moment”.
(R.G., advertising, Spain) As for the journalism, the virtual reality application is
not seen as a tech innovation, but rather as a “one-time” sensitization tool.
4.3. EXTERNAL FACTORS (OUTSIDE THE ORGANIZATION) THAT INFLUENCE
THE IMPLEMENTATION OF THE VR TECHNOLOGY
The next objective examines the relationship between the organizations we
study and the external environment and factors such as the market, the customers,
the consumers and the competitors.
Regarding the market, there is a high degree of competitiveness in the
architecture field, where the aesthetic value of the product of virtual reality is the
final product created with the purpose of ensuring business profitability, whereas in
advertising and journalism, virtual reality is only a service, a means, or an extra
option added to the firm’s services, so it does not define the business in the way
168
Cristina Leovaridis, Monica Bahnă
12
that it does for architecture. The virtual reality is in a very advanced stage in the
field of architecture because “architects are already working in 3D environments
and software, so the transition to virtual reality is quite natural... Now, the mastery
of virtual reality creates competitive advantage and propels you to the top of the
industry if you do your job well. There are no boundaries, not global, nor local, or
from the point of view of the resources, because in our situation the start-up costs
are relatively small. The only real differentiator is the personal creativity added to
simulation scenarios inspired from real life”. (R.V., architecture, Romania) At the
opposite, in advertising the battlefield is still clean, the main advantage on the
market being “the primacy that is translated in earned media, even though it does
not influence the number of clients. Furthermore, regarding the competitiveness,
we can say that we have not encountered any competitive or copycat attitude; on
the contrary, there is a spirit of mutual support. Inevitably, everybody will start
using VR in the future, but for now we are happy to be leaders in innovation in this
segment”. (R.G., advertising, Spain) Meanwhile, the journalist keeps a reluctant
attitude towards the VR applications: “We are already fighting with the economy
of attention, so we are still wondering how effective really the virtual reality is
when it comes to news distribution. We must be very careful how and when to use
this technology so we won't turn it against us. (...) At this stage, there are still
unanswered question in our industry: how to do, how to do and when to do VR
content?” (A.B., journalism, U.K.)
Investigating the consumers, their general response is positive as they keep
an open mind and an attitude characterized by acceptance and receptivity, although
as our study proves, it is fair to make a distinction between the consumers and the
customers. In advertising and architecture, the client is the brand or the developer,
whereas the end-consumer is the buyer of the advertised/visualized product or
service. “We have noticed that our clients see VR differently: there are the ones
who want to offer the consumers an amazing experience, such as taking them to a
concert or a beach, or a sports event, opening new ways for them to relate to the
brand, and there are the skeptical ones who argues that virtual reality is yet another
creative way to escape the daily routine which means that if advertising enters this
field, too, it will be considered as intrusive and obnoxious as it is considered to be
in offline currently”. (R.G., advertising, Spain) Architects classify the clients into
“big budget clients, usually real estate developers who are very interested in using
this new technology because they see it as a way of investing in... advertising. (...)
For the other clients, usually individuals who are looking into building or
redesigning a house, it is us who prefer to work more to put at their disposal the
virtual reality application just to avoid the unnecessary modification rounds that, in
the end, take up more of our time and resources” (R.V., architecture, Romania). In
journalism, “VR is not a service or a product created with the aim of being sold,
but rather a way to bring people closer to events and to dismiss the often subjective
barriers raised by reporters or correspondents”. (A.B., journalism, U.K)
13
Aspects Regarding Virtual Reality as Innovation
169
4.4. OPINIONS REGARDING FUTURE PERSPECTIVES ON USING VR TECHNOLOGY
IN THE CREATIVE INDUSTRIES; ADVANTAGES AND DISADVANTAGES
The main advantages regarding the use of VR technology refer to its
“memorability and experimentation power” (R.G., advertising, Spain) and to its
“immersive and storytelling ability, or better said, story-living” (A.B., journalism,
U.K.), that are increasing the audience’s interest and trust. On the other hand, in
architecture the main advantage stands in its practicality, facilitating the work with
the clients. Besides that, “we enjoy discovering new things in VR everyday, since
tech innovation is in our DNA”. (R.V., architecture, Romania)
Although the same in all of the three domains, the disadvantages of using VR
applications display various consequences and have different effects depending on
the field of use. While in architecture the emphasis is on the “postproduction
cumbersome, translated into resource planning problems, time management
challenges and financial risks” (V.R., architecture, Romania), in advertising the
main focus is the monetization, part of conversion, as well as the reach, since “in
this stage, the reach is not big enough so stir the brands’ interest, whose lack of
support makes it harder to make it appealing for consumers... it is a vicious circle”
(R.G., advertising, Spain). In journalism, professionals are still questioning this
technology’s power to interfere with the private aspects of life, and the ethical and
legal considerations it raises. “Because it still lacks legal and moral regulations, VR
can create great controversy regarding the exploration of virtual reality. We are still
in a stage of inception where the right or moral use of VR applications is still
fuzzy. Isn’t it possible that this immersion phenomenon may be too realistic or, on
the contrary, too manipulative, or could create frightening, uncomfortable or
misleading experiences? (...) As it happened for photography, or video, I assume
that VR needs to go through a period of adjustment as well”. (A.B., journalism, U.K.)
Other mentioned disadvantage was the still limited accessibility of the
technology itself, which affects the reach and the conversion, as a result of the
scarcity of equipment and specialized professionals.
Regarding future prospects, advertisers are counting on the entertainment
aspect when making future plans, but they are still following the trendsetters,
whereas the architects consider themselves as trendsetters since they are able to
evolve along with the technology. “The hardest part is to plan the equipment
acquisition for the next three months, not to mention for the next years, but we are
happy to work along on developing new techniques and applications in the VR
sector. As technology advances, the process will become more and more agile”
(R.V., architecture, Romania). “There is still a need for more technology in
creating customized interfaces and workflows to facilitate the work of those who
are not tech-savvy by nature or profession”. (A.B., journalism, U.K.)
170
Cristina Leovaridis, Monica Bahnă
14
5. CONCLUSIONS
The changes arising from the introduction of virtual reality were mostly felt
in the field of journalism, which traditionally focuses more on the quality of the
message than on its form of transmission, unlike the architectural field, where the
visual factor already encouraged its professionals to work with 3D environments,
making the progress and the transition to the virtual reality more natural and
seemingly effortless. Regarding the advertising, a domain which will always find
new ways to reinvent itself, it will most probably embrace the virtual reality trend
and successfully overcome the challenges regarding the cultural and social
adjustments to this new technology, since advertising represents each society as an
“authentic mirror”.
The research results refute that innovation strategies involving virtual reality
are used in the creative industries to create market differentiation and preference.
The latter can be the effects of a successful implementation, but before the
implementation itself, that is not the main reason why these innovators started
using this technology.
VR strategies create an important competitive advantage through media
attention (earned media) in advertising and journalism, and economical profitability for
architecture.
Another finding of the research provided information regarding the
relationship between innovators and consumers, more specifically the results
showed that the virtual reality trend starts with the innovators, getting to
consumers, not the opposite, from consumers to innovators, since in this moment
the demand is lower than the supply.
The entrepreneurs are approaching the field of virtual reality in order to be
prepared for demand when this technology will be required by a wider audience, on
large scale, even if for the moment, they are the ones influencing the demand
through their belonging to the creative industries, having an important role in
forming the public opinion.
Regarding the degree of risk or entrepreneurial failure, we can only say that it
is a very propitious time for experimentation. The market is not repulsive, and even
if open to these new technologies, the consumers are not yet trained enough to
judge or to make comparisons based on a high-end standard or norm.
Given the fact that the business profitability depends on the innovation
strategy based on the virtual reality technology, the architecture firm is subject to
both a greater risk of failure and to exponentially bigger incomes if successful. In
advertising, the risk of failure is relatively small, since the VR products are being
associated with the brand itself rather than to the agency that created it. The
journalism field still lacks a sustainable ecosystem regarding the VR market.
15
Aspects Regarding Virtual Reality as Innovation
171
REFERENCES
1. ABULRUB, A-H.G.; ATTRIDGE; A.N.; WILLIAMS, M.A. (2011). Virtual reality in
engineering education: The future of creative learning, Global Engineering Education
Conference (EDUCON), IEEE Conference, Amman.
2. BAKHSHI, H.; MCVITTIE, E.; SIMMIE, J. (2008). Creating Innovation. Do the creative
industries support innovation in the wider economy? Research Report, NESTA (National
Endowment for Science, Technology and the Arts), February, available at
https://www.nesta.org.uk/sites/default/files/creative-innovation.pdf accessed at 06.10.2016.
3. BOWMAN D.A.; MCMAHAN, R.P. (2007). Virtual reality: how much immersion is enough?
Computer 40(7), p. 36–43.
4. DRUCKER, P.F. (1993). Inovaţia şi sistemul antreprenorial [Innovation and the entrepreneurial
system]. Bucharest: Enciclopedica.
5. ERNST & YOUNG (2014). Creating growth. Measuring cultural and creative markets in the
EU,
December,
available
at
http://www.ey.com/Publication/vwLUAssets/
Measuring_cultural_and_creative_markets_in_the_EU/%24FILE/Creating-Growth.pdf,
accessed at 02.10.2016.
6. EUROPEAN COMMISSION (2010). Green Paper. Unlocking the potential of cultural and
creative industries, Brussels, April, available at http://eur-lex.europa.eu/legal-content/EN/TXT/
?uri=URISERV:cu0006, accessed at 11.09.2016.
7. EUROPEAN COMMISSION (2013). Creative industries. Analysis of industry-specific
framework conditions relevant for the development of world-class clusters. Extension of the
European Cluster Observatory, September, available at http://www.emergingindustries.eu/
Upload/CMS/Docs/Creative_industries_FCs.pdf, accessed at 20.08.2016.
8. FUCHS, P.; MOREAU, G.; GUITTON, P. (ed.) (2011). Virtual Reality: Concepts and
Technologies, CRC Press, Taylor and Francis Group, London.
9. GLODEANU, I.; HOFFMAN, O.; LEOVARIDIS, C.; NICA, E.; NICOLAESCU, A.;
POPESCU, G.; RAŞEEV, M. (2009). Noile paradigme ale inovării. Studiu de caz –
Universitatea corporativă [New paradigms of innovations. Case study – Corporate university],
Bucharest: Expert.
10. THE INTERACTIVE ADVERTISING BUREAU (2016). Is virtual the new reality? A market
snapshot of VR publishing and monetization, September,
available
at
https://www.iab.com/wp-content/uploads/2016/09/IAB_VR_Report-Sep-2016.pdf,
accessed at 25.11.2016.
11. LEOVARIDIS, C. (2014). Innovation as societal diffusion of invention – a theoretical
perspective, in D.M. Cismaru, C. Leovaridis (eds.), Innovation and organizational learning,
Bucharest: Tritonic, p. 9–37.
12. MARCO-SERRANO, F.; RAUSELL-KOSTER, P.; ABELEDO-SANCHIS, R. (2014). Economic
development and the creative industries: a tale of causality, Creative Industries Journal, Vol.
7, Issue 2, p. 81–91.
13. MILES, I. (2011). Innovation in services. In J. Fagerberg, D.C.Mower, R.R Nelson (eds.), The
Oxford Handbook of Innovation, Oxford: Oxford University Press, p. 433–458.
14. MILES, I.; GREEN, L. (2008). Hidden innovation in the creative industries. Research Report,
NESTA (National Endowment for Science, Technology and the Arts), June, available at
accessed
at
http://www.nesta.org.uk/publications/hidden-innovation-creative-industries,
accessed at 06.10.2016.
15. MOISE, R.; JDERU, G.; CRISTEA, D. (2011). Atractivitatea profesiilor creative şi orientări
antreprenoriale ale tinerilor în domenii creative [The attractiveness of creative professions
and entrepreneurship guidelines among young people in creative fields], University of
Bucharest, Gea Strategy & Consulting, Bucuresti, available at http://oricum.ro/promovareaantreprenoriatului-in-industrii-creative/130/, accessed at 20.11.2015.
172
Cristina Leovaridis, Monica Bahnă
16
16. MÜLLER, K.; RAMMER, C.; TRÜBY, J. (2009). The Role of Creative Industries in Industrial
Innovation. Discussion Paper No. 08–109, available at http://ftp.zew.de/pub/zewdocs/dp/dp08109.pdf, accessed at 29.08.2016.
17. O’CONNOR, J. (2010). The cultural and creative industries: a literature review, 2nd edition,
available at http://eprints.qut.edu.au/43835/1/Literature_review_second_edition.pdf, accessed
at 06.10.2016.
18. POWER, D. (2011). The European Cluster Observatory. Priority Sector Report: Creative and
Cultural Industries, April, Luxembourg: Publications Office of the European Union, available at
http://ec.europa.eu/DocsRoom/documents/615/attachments/1/translations/en/renditions/native,
accessed at 15.07.2016.
19. SEMETKO, H.A.; VALKENBURG, P.M. (2000). Framing European Politics: A Content
Analysis of Press and Television News. Journal of Communication. 52(2), p. 93–109.
20. The Interactive Advertising Bureau (2016). Is Virtual the New Reality?: A Market Snapshot of
VR Publishing and Monetization, available at http://vrjournal.com/new-report-explorespotential-virtual-reality-advertising/#sthash.hJI3UnDB.dpuf, accessed at 01.10.2016.
21. THORNHILL-MILLER, B.; DUPONT, J.-M. (2016). Virtual Reality and the Enhancement of
Creativity and Innovation: Under Recognized Potential Among Converging Technologies?,
Journal of Cognitive Education and Psychology, Volume 15, Number 1, p. 102–121.
22. THROSBY, D. (2008). The concentric circles model of the cultural industries, Cultural Trends,
Volume 17, No. 3, September, p. 147–164.
ANNEX
INTERVIEW GUIDE
1. Please describe briefly the main stages of your professional activity, highlighting the business you
run in the present.
2. What are the reasons for having implemented the VR technology and not another one, in the
context of the services provided by your company?
3. What factors determined your choice for virtual reality as an innovation strategy? Can you name a
few, both internal and external?
4. What (kind of) costs did the implementation require?
5. What does your innovation strategy involve more specifically in your field of expertise? Please
detail your answer.
6. What was your position on the market when you approached this type of technology? Did it change
your position as against competitors? Did this strategy become a differentiation tool?
7. What was the competitors’ attitude towards you, once you implemented this new type of service?
8. How did the clients receive/react to the new service? What was the consumers’ attitude towards
this new technology? How long it took you to make the innovation known on the market and
how did you win the clients' trust?
9. Did you encounter any difficulties while implementing this strategy (both internal and external)?
Please provide a few examples.
10. Can you name a few advantages (benefits) you experienced specifically due to the implementation
of the virtual reality technology into your architecture/advertising/journalism projects?
11. What would be the disadvantages, if they exist, when using the VR technology in
advertising/journalism/architecture?
12. What do you think is the current stage of development of this technology? Where is it situated
now and what do you think the future holds for your business (or industry) in this area?