Presentation
Virtual reality: the rise of a new type of video game consumption
According to figures from Les Echos, there are already nearly 8,000 virtual reality arcades worldwide, representing a rapidly expanding sector. France stands out due to the proliferation of publishing and marketing companies specializing in this new type of audiovisual content, now fully integrated into the media and video game industries.
While early content focused on immersive and sensational 360° contemplative experiences, new products have developed considerably in recent years, including video games, escape rooms, and other forms of content characterized by their interaction with the environment, the explosion in the number of participants, and the freedom of action and even movement afforded to consumers—known as free-roaming.
Thanks to the maturation of software, interfaces, and hardware, the exploitation of virtual reality content is commercially viable. Mirroring the video game industry of a few decades ago, the technical constraints and cost of virtual reality equipment today make personal purchase and use difficult, much like home consoles compared to arcades.
In 2016, three companies offered virtual reality solutions: the Oculus Rift, the HTC Vive for PC, and the PlayStation VR for Sony’s console. Since then, the field has improved considerably, notably by offering an increasingly extensive game catalog. The results in this regard are highly varied, ranging from remarkable achievements to bitter disappointments.
Virtual reality: essential legal protection
From a legal standpoint, virtual reality represents a technological advancement impacting all professional sectors, each with its own set of legal issues: software law and SaaS platforms, databases, connected devices and e-health, advertising, intellectual property and licensing, etc.
Currently, there are no laws specifically governing the use of software that generates augmented or virtual reality. Given the wide variety of applicable laws and the resulting obligations, it is crucial that professionals formalize their relationships contractually from the outset, from the creation of VR content to its exploitation and licensing.
PCS Avocat assists and advises all companies developing or using these new forms of audiovisual content.