Assignment 1 - The Begin
Assignment 1 - The Begin
FUTURE
TRENDS
Author: Ta Thi Huong Giang
MKT20031
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1. Introduction
COVID-19 might be a milestone of technology development, it can
absolutely renovate how the world works in the future. This pandemic
enhances social distancing and limits the direct contact between
people. This negatively impacts on various industries in the world, shuts
down and restrains all of the industries in the world including aviation
industry and entertainment industry which suffered the most during this
time, especially the movie industry. This can lead to the fact that the
world needs the new methods to adapt to this situation and there are 3
future trends are possibly develop are : online streaming movies
services, low budget film making for movies producers and virtual
reality in movie industry. This report will focus on the virtual reality
technology, analyze how this is a trend including customers segments,
applying “jobs to be done” theory into reality and the suggest
innovation to adapt to this trend.
Virtual reality is not a new technology. It has existed since 1960s (Kieran Fisher,
2018) and in the 90s when the first headset for gaming was invented. This
technology allows the reconstruction of a subject physically through the
digital presentation. This gives customers a whole new experience which is
more realistic but magical. Customers can feel like they are in that movie,
walking into a whole new world with incredible scenes that can’t be true but
they can contact with them in the most realistic way. This experience can be
extremely competitive to traditional movies in the future because it can
boost the customers engagement up which means the sales will increase.
Despite that, virtual reality (VR) still experiences the ethics issues and has
been a debatable topic in many countries. The reason for this is when people
have a strongly emotionally engagement with the virtual environment, they
might lose their touch to the real world. This can cause both mental health
and physical health. Moreover, this can be a social risks when some people
use this to watch “sexual and/or aggressive images” and leads to unlawful
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actions which must seriously take into account (Dhoya Snijders, Sophie
Horsman, Linda Kool, Rinie van Est, 2020)
However, the fact that virtual reality is the future trend in movie industry
is undoubtable when up to 80% of customers are now familiar with VR
and 79% of people who have tried it want the 2nd time (Howie Leibach,
2015). This technology is also attractive to investors as well as general
public especially when Facebook pay $2 millions to buy Oculus VR
company (Victor Luckerson, 2018) following with huge investment from
Google, Samsung, Sony in this field (Korolov, 2014). Microsoft also open
their first volumetric studio in San Fransisco promises to enhance all
forms of creativity and give mixed-reality magical experiences to
customers (Liz Hamren, 2017). Following that, Netflix introduce series of
VR films for example “choose your own adventure” with Black mirror
movie and receive quite a lot of positive feedbacks when conveys
such strong emotions. Positive and exciting comments are receiving
hundreds of likes:
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Film fans are even requesting for the VR of their favorite movies. VR in
films might be more incredible in the future and the movie industry
might be flourish with this technology.
2. Applying the ‘Jobs to be done’ framework
a. Customer profile
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This analysis will focus on Group 1 customer segment with the survey
online with the fans of harry potter react to the VR version of the
movie and received many agreements through likes:
• Functional:
Virtual reality technology is the solution for core problems that
movies fans are facing and people from over the world in
general are facing: social distancing caused by the
expansion of covid 19 pandemic. This technology can solve
the problems:
- People can still watch movies while they’re at home and
even have a magical experiences with VR movies.
- Movies fans can go to their dream world and feel it like a
character in their favorite movie. For example here are the
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• Emotional (Personal):
VR also wins customers heart in this segment when provides a
movie-going experience and helps the customers to choose
their own movie ending by reconstructing the story from
beginning. For more specific, instead of being able to see all
of the scenes and always understand what is going on,
customers can be one of the character, interact with others in
the movies and watch the movie in the perspective of the
people who is actually in that situation. Customers cannot
guess the end of the movie or else, they can change things
that they want to make the ending more interesting in the
way that satisfies them. This is such an unique benefits that VR
provides and this is why VR is an attraction to many customers
around the world. In the virtual reality report (2017) published
by Greenlight insights, the study conducted among more
than 2000 US citizens shows that 58% to 66% of people found
such an experience exciting while 53% of reported interest in
VR arcades.
Although the technology is quite interesting and new,
negative opinions are unavoidable. A national research
conducted in 2017 among 2000 US and Chinese residence
shows that “Fifty-two percent of US consumers expressed
some concern with virtual reality, with 23 percent
expressing concern about health, 11 percent about losing
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Second factor is the competitor. The only competitor in this field now is
Neuroon Open with the beginning price at $149.9 US dollars each, the
iBand and the lucidCatcher from the company Inteliclinic which
basically have the same functions. Those products were earned for the
company 200 thousand dollars in revenue and made the company
become likely monopoly in the market (Eliza Strickland, 2017). This is a
potential threat for my innovation. However, their designs are wearable
headbands which can caused the muscles tension, acnes and not-
ventilated skin area which contacts with the product. This can be the
minus point, especially for woman at those age (21-35) when they
starts to care more about their skin. My sleep masks will be designed
with various of holes on the lightest material that stick to the skin for not
preventing the ventilation on the skin.
4. Conclusion
In conclusion, the future trend of the movie industry might be Virtual
reality movies as it will be more convenient and less time-consuming
than the traditional ones. Moreover, the VR technology can reduce
the future costs for movie production and also the costs for audiences
as they can pay directly to the production of the movies and have the
latest and most wonderful experiences. To avoid most of the negative
opinions towards VR, I suggest the Smart sleep masks that can satisfy all
of the customer’s wants and needs and have competitive advantage
compared to the competitor á mentioned above.
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5. Preferences
a. Kieran Fisher, 2018, “a brief history of virtual reality in movies”, Film
school rejects, CNBC, viewed 4th October 2020,
https://filmschoolrejects.com/virtual-reality-in-movies/
b. Dhoya Snijders, Sophie Horsman, Linda Kool, Rinie van Est, 2020,
“Responsible VR protect customers in virtual reality”, Rasthenau
Instituut, https://www.rathenau.nl/sites/default/files/2020-
02/Translation%20VR%20sjabloon.pdf
c. Victor Luckerson, 2018, “Facebook buying Oculus Virtual reality
company for 2 million dollars”, time, viewed on 4th October 2020,
https://time.com/37842/facebook-oculus-rift/
d. Korolov, 2014, Korolov M. (2014). The real risks of virtual reality. Risk
Manag, p20–24.
e. Liz Hamren, 2017, mixed reality capture studio now open, Microsoft,
https://blogs.windows.com/windowsexperience/2017/10/25/midnig
ht/
f. Howie Leibach, 2015, “Meet the customers that will make or break
virtual reality next year”, Singularity hub, viewed 4thOctober 2020,
https://singularityhub.com/2015/12/17/vr-consumer-insights-for-2016-
provided-by-greenlight-vr/
g. Reactions on VR version of Harry Potter:
https://www.youtube.com/watch?v=C-JQrCNKIUY
h. Eric Kohn, 2020, IndieWire, VR Can Be the Film Industry’s Future, but
the Barriers to Entry Are Surreal , Viewed 4th October 2020,
https://www.indiewire.com/2020/06/virtual-reality-could-save-film-
industry-1202234384/
i. Greenlight Insights, 2017 , virtual reality consumer report, viewed 4th
October 2020, https://greenlightinsights.com/reports/2017-vr-
consumer-data/
j. Xing Hang, Carolus, Liyong Wang, 2017, Chinese customers
perception of virtual reality cinemas: some tentative implications for
advertising, p.3-4
k. Eliza Strickland, 2017, Tech for Lucid Dreaming Takes Off—But Will
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https://spectrum.ieee.org/the-human-os/biomedical/devices/tech-
for-lucid-dreaming-takes-off-but-will-any-of-it-work
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