The Virtual Reality Value Chain PDF
The Virtual Reality Value Chain PDF
The Virtual Reality Value Chain PDF
ScienceDirect
w w w. j o u r n a l s . e l s e v i e r. c o m / b u s i n e s s - h o r i z o n s
King’s Business School, King’s College London, 30 Aldwych, London WC2B 4BG, U.K.
1. The virtual reality ecosystem firms are still considering how best to implement
them to create value (Burke, 2018; Scholz & Smith,
Customer-firm interactions are changing with 2016). Similar to electronic commerce (Bhatt &
recent advances in digital technologies, including Emdad, 2001), mobile technologies (Kumar &
social media (Kietzmann, Hermkens, McCarthy, & Zahn, 2003), artificial intelligence (Kaplan &
Silvestre, 2011), mobile internet (Kaplan, 2012), Haenlein, 2019), big data (Miller & Mork, 2013)
contextual sensors (Brown, 2017), voice activation and the Internet of Things (Lee & Lee, 2015), these
(Sotolongo & Copulsky, 2018), and alternate- technologies have the potential to radically
reality technological platforms (Farshid, Paschen, transform how firms interact with their customers,
Eriksson, & Kietzmann, 2018). Alternate-reality employees, suppliers, and other stakeholders in
technological platforms, including augmented re- their value chain. This is evidenced by the rise of
ality (AR), mixed reality (MR) and virtual reality virtual commerce, or electronically mediated
(VR), are relatively new in the marketplace, and commercial transactions that originate from
alternate-reality technological platforms and
involve either digitally generated or real-world
* Corresponding author products and services (De Regt & Barnes, 2020).
E-mail addresses: anouk.de_regt@kcl.ac.uk (A. de Regt), But both business academics and managers lack
stuart.barnes@kcl.ac.uk (S.J. Barnes), kirk.plangger@kcl.ac.uk the frameworks needed to pursue understanding
(K. Plangger)
https://doi.org/10.1016/j.bushor.2020.08.002
0007-6813/ª 2020 Kelley School of Business, Indiana University. Published by Elsevier Inc. All rights reserved.
738 A. de Regt et al.
of the technologies’ potential for value creation. for multilateral communication between users
This article focuses specifically on VR and develops (Kietzmann et al., 2011). Web 2.0 technologies
a value-chain framework that describes how VR have changed the nature of firm-stakeholder in-
can create value for the interdependent agents, teractions, including those between firms and
such as firms and stakeholders, in the VR their customers, employees, competitors, sup-
ecosystem. pliers, investors, governments, and local commu-
VR provides users with a real-time, immersive, nities. Firms therefore need to adjust traditional
and interactive multisensory experience situated management and marketing models to successfully
indand artificially induced byda responsive, adapt to a new and dynamic market. To capture
three-dimensional, computer-generated virtual the value potential of this new technology, we rely
world. This world is usually paired with input and on Porter and Millar’s (1985) value-chain analysis
output devices that enhance the experience framework, as well as the new media value-chain
beyond the visual domain, such as handheld con- analysis framework developed by the European
trollers, headphones, treadmills, or other props. Commission (1996). The latter has been applied
Technology giants (e.g., Facebook, Apple, Google) to examine the actors, technologies, and interre-
and countless smaller firms have made significant lated value-adding activities in other emerging
investments in VR. The VR market is growing technological ecosystems, such as e-commerce
dramatically, with worldwide revenue forecasts (Schlueter & Shaw, 1997) and m-commerce
surpassing $40 billion by 2024 (Research and (Barnes, 2002). This resulted in the development
Markets, 2019). As VR is moving toward matura- of the VR value chain (see Figure 1).
tion, it will likely become a mainstream tool for The VR value chain is comprised of six core
firm operations in both the business-to-consumer processes that are divided into two main areas:
(B2C) and business-to-business (B2B) markets. content activities, which should be considered
After explaining of the VR ecosystem and its primary activities (Porter & Millar, 1985), and
interdependent agents, we develop a VR value support activities. The next paragraphs explore
chain that delineates how and where different these activities in more detail to uncover the
stakeholders contribute to the overall value- different actors and technologies that add value in
creation process. providing VR experiences to the end user. Although
This article provides several contributions to the roles within the VR ecosystem can be clearly
academic and managerial VR research. First, it defined, the VR ecosystem itself is still in flux.
develops a VR value-chain framework that both Therefore, the value activities that are pursued by
identifies the key stakeholders and their roles in different actors carrying out these roles may
the VR ecosystem, which contributes to enhanced evolve as new possibilities emerge. Additionally,
transparency and understanding of the overall VR owing in part to ever-increasing globalization, the
ecosystem. Second, this framework provides a activities that comprise the VR value chain
point of departure for strategic analysis of the VR frequently depend on interfirm networks of indi-
industry and examines how the value created by vidual actors on a global scale.
the different stakeholders, as well as by external
influences, drives the B2C and B2B VR markets. 2.1. Content activities
Third, by discussing current VR implementations
and their potential in enhancing operational The content segment of the model consists of
effectiveness, this research facilitates the three core processes: content creation and cap-
informed decision-making and strategic posi- ture, content management and processing, and
tioning process of firms. In the following section, content marketing. The scope of these processes is
we introduce the VR value chain and examine its described next.
individual components. We subsequently offer
predictions of how the VR ecosystem will evolve 2.1.1. Content creation and capture
before concluding with some practical Firms pursuing these processes add value through
implications. generating original VR content through two com-
plementary techniques: creation and capture. Con-
tent creation encompasses the digital production of
2. The VR value chain VR materials by making use of programming and an-
imation techniques to develop the content. Content
VR is a communication medium that is part of what capture relates to recording real-life photo or video
are called “new media,” or digital interactive content. To capture VR content, various technolo-
media powered by Web 2.0 technologies that allow gies and techniques are implemented, such as the
The virtual reality value chain 739
popular 360 GoPro camera, which uses multiple Middle East, Asia, and Africa are expected to show
lenses carefully arranged in a ring to capture con- significant growth in the next few years. In addi-
tent. Additionally, stereoscopic 3-D allows viewers to tion, a variety of studios and developers are
infer depth by capturing video input for each eye by broadening their repertoire by generating content
placing two slightly angled cameras at different for training and education.
viewpoints (Lebreton, Raake, Barkowsky, & Le The amateur provider group is comprised of
Callet, 2012). To create a map of the virtual prosumers, and their consumer culture helps
context that enables users to look around with six inform and create much of the content in new
degrees of freedom, light-field technology, in which media, including VR (Gardner & Lehnert, 2016).
lenses capture the intensity and direction of light in a Enhanced accessibility to and affordability of
scene (Huang, Chen, & Wetzstein, 2015), can be capturing devices has made it easier for amateurs
used. Regardless of the techniques implemented, to contribute to the VR content base. These
developing VR content is fundamentally different amateur content creators are already competing
from editing linear narratives, especially for room- with professional firms for consumer dollars and
scale VR. In a VR context, the user is in charge and, recognition in social VR worlds. For example, user-
as in real life, can view the setting from different generated content in the form of digital goods,
vantage points that are constantly changing. This such as avatar skins and accessories, are
enhanced level of user participation requires de- frequently exchanged for cryptocurrency in the
velopers to design an experience while keeping in High Fidelity Marketplace.
mind reaction speed, speed of movement, and scale Current prices can range from about $2500 to
relative to the user’s size. $6500 for an emerging artist’s work (Giles, 2017).
Two distinct groups are involved in the produc- With amateur content creators from around the
tion of VR content: professional and amateur globe joining the industry, international VR expe-
providers. Professional providers are firms, such as riences will likely have real-time translation of
studios and developers, that traditionally provide subtitles to ensure that a wide range of users can
content for other media. At present, these com- enjoy and interact with them. Overall, content
panies (e.g., Blizzard) are mainly geared toward creation and capture provide ample business op-
VR content creation for gaming, with North portunities for entrants, as the lagging volume and
America currently holding the largest market share variety of VR content are an underdeveloped
in the gaming sector (Gokani, 2018). But the component in the VR value chain.
740 A. de Regt et al.
2.1.2. Content management and processing Within the VR market, platforms can be classi-
Software that enables the conversion of digital fied across three dimensions: hardware, content,
content and raw 360 footage into usable formats and price. With regards to hardware, platforms
is crucial to ready the content for distribution and can be classified along a continuum, with device-
mainstream usage. Firms add value by reconfigur- agnostic systems that can be accessed by various
ing and performing postproduction editing of the VR systems without any special adaptations (e.g.,
VR content (e.g., stabilizing shots, optimizing VIVEPORT) at one end, and closed VR ecosystems
shaders, or adjusting rendering scale). Depending that are tied to a specific headset (e.g., the Oculus
on the tasks performed and the technological tools store) at the other. Regarding content, platforms
and services used, these processes can be divided permitting user-generated content are regarded as
into a few subclassifications. Content rendering, open platforms, whereas platforms providing only
content stitching and editing, content compres- premium content generated by studios and de-
sion, and content modeling all pertain to the visual velopers are considered closed platforms. Plat-
content. Rendering software facilitates the pro- forms that allow both types of content can be
cess of generating VR content based on a 2-D regarded as hybrid. As for price, a platform can be
image (e.g., panoramic pictures) or 3-D models free to use (open) or it can be fee-based (closed;
(e.g., 3ds Max files). Stitching and editing software e.g., pay-per-view or subscription models).
(e.g., VideoStitch or VeeR VR) enables developers Whether platforms operate for free or as fee-
to edit raw 360 video and to stitch together based can occasionally be linked to consumer
footage from multiple cameras. Compression status, as prosumers that have contributed to the
software that reduces file sizes (e.g., Google’s platform by uploading content (i.e., content pro-
Draco) is particularly helpful in streaming high- viders) might access other content for free,
quality VR content. Additionally, 3-D engines and whereas a consumer that did not contribute might
modeling software provide the frameworks for have to pay to get the same access.
creating computer-generated imagery, which is a The market can also be divided into single-user
necessary component of animated VR content. The and multiuser experiences. Currently, the majority
3-D engines are also used to add target selections of VR experiences (e.g., VR apps, retail VR dem-
that facilitate interactivity within the VR experi- onstrations, VR games) are created by professional
ence. For example, ray casting, in which an indi- designers and are intended largely for single users.
vidual interacts with a target of interest by Social VR platforms (e.g., High Fidelity) enable
centering a virtual ray on it with the VR goggles or multiuser connections from anywhere with high-
controllers, is frequently used for 3-D selection speed internet and are popular with technology
tasks (Yu et al., 2018). Virtual hand techniques hobbyists who interact in VR communities. But the
that map the real hand or handheld devices as the lines between professionals and hobbyists are
virtual cursor in 3-D coordinates can also be blurring, with both taking on the roles of partici-
implemented. And to generate a fully immersive pant and developer in social VR platforms. As de-
VR experience, spatial (360 ) audio needs to be signers work toward enhanced “in-world”
added to the visual content using software from multiuser interaction, demand is rising for mixed-
firms like G’Audio Lab. Currently, Unity and Unreal reality live events with real-time communication
Engine are the most common engines for immer- between physical locations and the virtual world.
sive VR.
close-up screens that move in sync with the user. will likely remain the case for several years, even-
Head-mounted displays can either be integrated tually consumer VR software revenue should sur-
(for console or PC; e.g., Oculus Rift or HTC Vive) or pass hardware revenue as the installed base of
mobile (e.g., Samsung Gear VR or Google Card- headsets expands. Since consumers mainly use VR
board). In contrast, CAVE systems provide a more technology for leisure and entertainment, gaming
collaborative context with a large angle of view and video entertainment are at the forefront of this
(Mestre, 2017). Binaural audio effects (i.e., 3-D revolution. Two main catalysts could encourage
sound), via either speakers or headphones, pro- broader consumer adoption of VR hardware: the
vide the user with spatial bearing, recreating the decreasing price of premium consumer headsets
perception of distance and the user’s position and the increasing availability of high-quality VR
relative to sounds. The global 3-D audio market is content. Other adoption accelerants include
expected to grow apace with the VR market. enhanced media coverage in news and film (e.g.,
In addition to these output types, VR peripherals Ready Player One), the growing number of VR ar-
often incorporate haptic feedback to recreate the cades, cafés, and theme parks, and the rise of
sense of touch (e.g., by applying motions, forces, or mobile VR. These trends help expand the market by
vibrations) and atmospheric effects (e.g., with enabling VR access for a wider audience and
scents or blowing fans). In line with Zhang (2017), advancing opportunities for user discovery.
these input devices can be classified into two cat-
egories: manually operated devices and automatic 2.3.2. Enterprises and industry
capturing devices. The first category comprises While business adoption of new technologies
conventional input devices (e.g., keyboard, mouse, sometimes lags behind consumer demand, for the
or joystick) that can be used with nonimmersive VR, VR market they appear to be moving at a similar
as well as controllers developed specifically for pace, as a steadily increasing number of firms are
immersive VR (e.g., Oculus Touch). The second expressing interest in commercial VR imple-
category involves other VR peripherals that incor- mentations. Many businesses are finding VR helpful
porate some level of automatic tracking to capture in the manufacturing process, in product design
user input. Motion capture sensors track the user’s and prototyping, and for employee training. VR
overall body movement and position, focusing can be used to simulate the characteristics (e.g.,
especially on the user’s hands (e.g., via data performance, reliability, look and feel) of products
gloves), feet (e.g., via VR treadmills), and upper and processes, which can be examined and tested
body (e.g., via force-feedback vests). Head- under various conditions (Meissner, Pfeiffer,
mounted displays and CAVE systems incorporate Pfeiffer, & Oppewal, 2017), thus providing cost-
head-tracking sensors (e.g., gyroscopes and accel- effective and sometimes safer alternatives to
erometers) that monitor angular movement and the traditional methods. In addition, various firms are
user’s orientation and position using six degrees of also using VR to tap into and actively stimulate the
freedom: forward or backward, up or down, and trend of cocreation, in which users or consumers
left or right. In addition to this, most VR headsets design their own products, services, and experi-
also include infrared eye-tracking sensors and mi- ences (Cowan & Ketron, 2019; Jung & tom Dieck,
crophones. North American firms lead this market, 2017). VR can also help address some human re-
with many well-established technology firms sources challenges, such as enhancing training,
involved in VR hardware development. reconfiguring how the workforce acquires new
skills, and facilitating employee recruitment. It
2.3. Users can be helpful in practicing safety scenarios,
training technical procedures and skills, and elic-
The wide range of applications of VR technology iting and enhancing empathic behaviors in
across different global market sectors and in- customer service.
dustries is contributing to a broad spectrum of end
users. To help differentiate between the uses of 2.3.3. Research institutions and universities
VR technology, we identify four distinct end-user Although at present a relatively small number of
segments: consumers, enterprises and industry, research labs use VR technology, VR technology will
research institutions and universities, and other likely become a standard lab tool within the next 5
stakeholders. years (Matthews, 2018). Within some government
research institutions, VR is a key application in the
2.3.1. Consumers display of complex 3-D structures and the visuali-
Most of the revenue in the consumer VR market is zation of large data sets. Visualization of informa-
generated through hardware sales. Although this tion in a 360 context can make it easier to detect
The virtual reality value chain 743
hidden patterns and correlations, and it could thus contexts and will become increasingly important
help scientists, researchers, and analysts spot to firms’ overall strategies. Although industries
meaningful data that machines cannot (Teras & with higher labor costs (e.g., healthcare) or where
Raghunathan, 2015). Researchers are also using VR the cost of errors is high (e.g., aerospace) will
to study nonverbal behavior, social interaction, and potentially gain the most on VR investments, all
social cognition (e.g., Fox, Arena, & Bailenson, firms need to consider the appropriateness of VR
2009). In these contexts, VR enhances ecological applications to their operations or risk being left
validity while maintaining experimental control and behind in their industry. To define a firm’s VR
facilitating the reproducibility of research findings. strategy, managers need to allocate time and
While the consumer, retail, and manufacturing other resources to explore which methods of VR
sectors are spearheading investment in VR tech- technology implementation can add value to their
nology, VR is expected to transform colleges and stakeholders and establish competitive
universities by improving student and staff advantages.
engagement and enhancing the efficacy of learning. Like many new technologies, VR can create
Although initial investments and the level of im- value in two ways: by becoming a part of products
mersion might be low (e.g., using 360 media and leading to superior features, and also by
through the web or mobile VR), a growing number reimagining the processes of manufacturing and
of higher-education institutions are expected to use delivering products (Porter & Heppelmann, 2017).
VR to create enhanced simulation and learning First, and intuitively, when VR becomes part of
contexts. This transformation will result in short- products, it creates value through enhancing user
term, and potentially long-term, business opportu- interfaces and boosting user experiences and
nities because the majority of these institutions will engagement levels (Barnes, 2016; Van
outsource this work owing to a lack of expertise. Kerrebroeck, Brengman, & Willems, 2017).
Second, and less intuitively, VR applications can
2.3.4. Other stakeholders add value to the development, manufacturing, and
Apart from the primary and internal stakeholders, delivery of products and services. In terms of
VR technology will also influence secondary development, just as the internet has transformed
stakeholders since it can be applied effectively in the access, collection, transmission, and storage
many settings. For example, Boyd and Koles (2019) of data (Plangger & Watson, 2015), VR applications
highlight that VR, when applied in a business-to- can transform how firms acquire and handle data
business setting, can be used as a branding tool to develop new and existing products and services.
to reach potential investors, and that VR data These applications can translate data into more
visualization could be used to better inform accessible, informative, visual, and intuitive for-
shareholders. Stakeholder dialogs mediated mats that can enhance information absorption,
through VR technology could result in creation of decision making, and knowledge transfer (Mele,
value, particularly in the context of corporate Spena, & Peschiera, 2018). In terms of
social-responsibility strategies (Okazaki, Plangger, manufacturing, VR applications can facilitate
West, & Menendez, 2019). In addition, just as VR human and machine collaboration by enabling
facilitates collaboration between scientists and more proactive and effective task execution. For
academics, it could potentially be applied to so- example, VR can augment human capabilities to
ciety more broadly. Furthermore, some of the facilitate operation (e.g., by improving ergo-
users of VR technologies also fulfill other roles nomics; Wilson, 1997), improve control (e.g., via
within the overall VR ecosystem. For example, interactive manuals and process sequences;
firms involved in the production of immersive Górski, 2017), and enhance feedback mechanisms
contexts need to connect with government (e.g., through training simulators; Matsas &
agencies to keep abreast of new legislation. To Vosniakos, 2017). It can also add value by
ensure market success, the different stakeholders enabling more effective monitoring of perfor-
cannot operate in silos. They need to work mance and of decision-making processes.
together, as they each influence in some degree Finally, in terms of the delivery of products and
the future of the overall VR market. services, VR can add value by transcending the
physical limitations of real-world interactions. For
example, VR applications can transcend distance,
3. Developing VR strategies time, and scale boundaries of the physical world
by digitally representing real-world entities or
As the VR market grows and matures, VR adoption systems (e.g., digital twins; Tao et al., 2018). This
will accelerate across a diverse range of industrial provides managers the ability to interact with and
744 A. de Regt et al.
A 3-D designer to shape the style and feel of 4.4. Testing and implementation
the VR application.
The VR strategy needs to be tested and then
A few developers for programming the code implemented in a real-life setting to help man-
that enables VR functionality that know C# agers obtain tangible results. During the test
and Cþþ programming languages for working phase, the firm should ensure that the VR appli-
with 3-D engines and JavaScript if focusing on cation works with other technologies. Scenarios
WebVR. need to be created to expose unintended conse-
quences and flaws. Internal and external commu-
A quality-assurance engineer for debugging nication needs to be established. For example, a
and refining the new software product. monthly strategy-checkpoint meeting can help.
Before distribution to the end users, marketing
A user-experience designer to enhance the efforts should emphasize unique customer
end user’s perception of the application. experiences.
providing innovative payment methods (e.g., Ali- and economies of scale to advance growth rates.
baba’s VR Pay). Moreover, by enhancing and Although this is a global trend, there are regional
personalizing the online shopping experience differences in the direction of growth. For
through VR, retailers aim to overcome the trust example, North American firms are more focused
deficit experienced by some consumers. on developing VR hardware than Asian firms, which
Because data collected within VR applications are investing in VR software development.
can be related to the user, privacy and security While the VR value-chain processes are distinct
issues could become a major challenge for firms in nature, they can also overlap due to the linking
that want to use VR technology in a consumer nature of some business models. These business
context. Privacy and security breaches, involving models are centered around creating value by
improperly protected consumer information during linking elements from the multiple value pro-
the registration and payment processes, malware, cesses, thus compelling big firms to compete in
or data hacks, can pose a challenge (Martin & more than one process. This complexity also re-
Murphy, 2017; McGee, 2016). Additionally, poten- quires firms to be flexible in their decisions and to
tial consumer concerns regarding data ownership base their strategy not only on their past but on
and access, and especially sharing data externally future trends and positions. Furthermore, the VR
with third parties, need to be addressed. Physical value chain will likely experience instability in
safety concerns (e.g., disorientation of the user) many companies, as competitive pressures and
also need to be considered, these should become new opportunities arise and as the VR ecosystem
less pressing as VR technology improves. matures and attracts new actors. The exceptions
For B2B firms, the biggest opportunities are for are the data- and delivery-support processes,
enhancing workforce communication and which should remain relatively stable owing to
manufacturing processes. Currently, VR’s cross- their reliance on existing IT infrastructure, net-
platform accessibility is enhanced by browser works, and products, and because the big tech
vendors’ commitments to WebVR standards. This giants facilitate these, leaving less room for new
benefits firms by facilitating virtual meetings, actors. Accelerated growth is likely in the content-
enhancing collaboration between teams with creation and capture processes of the VR value
mixed backgrounds, and mitigating differences chain, with the VR gaming market remaining the
that might arise because of VR technology’s biggest driver of innovation and change. Addi-
inaccessibility. tionally, marketing managers will increasingly
A key challenge for commercial VR rollouts is incorporate VR experiences into their larger
that most of the hardware currently available is customer-facing strategies in the next 5 years, as
consumer grade. Commercial users need more customers demand and expect more engaging
robust VR hardware with enhanced functionality experiences.
(e.g., higher resolution and processing capabil- Soon VR will without question affect firms
ities), dedicated technical support, and enhanced across a variety of sectors and industries. Owing to
ergonomics. Additionally, although the overall their everyday, practical relevance and ease of
number of VR developers has increased, the supply implementation, WebVR-ready browsers will play a
of developers does not equal the demand, which is pivotal role in reconciling the browsing of the past
rising thanks to the uptake of VR across industries. with the browsing of the future, translating 2-D
Firms might need to allocate additional resources experiences into 3-D and driving virtual com-
to attract the right talent. merce. After this transition stage, the focus is
likely to shift toward VR-first browsers that convey
only WebVR content and that are accessible solely
6. Conclusions through emerging interfaces and hardware. To
boost the overall volume and quality of the con-
In sum, VR has a bright future and has the poten- tent and to lower development costs for new en-
tial to revolutionize firm-stakeholder interactions. trants and existing firms that want to experiment,
This article has outlined how the VR ecosystem the VR market would benefit from peer-to-peer 3-
works and creates value for those involved in it. D image repositories and platforms. This would
Although the VR ecosystem has yet to fully mature, allow creators to monetize and promote their
established technology firms (e.g., Facebook, content directly to buyers without relying on a
Microsoft, Google, Samsung, and Sony) continue to centralized profit-taking corporation. Advances in
strengthen their position by strategically acquiring VR hardware, coupled with the increased emer-
VR startups. These acquisitions facilitate vertical gence of VR-based shopping contexts, will stimu-
and horizontal integration that drives efficiency late the market’s development of VR payment
The virtual reality value chain 747
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