I stumbled across this really terrific
article on the life cycle of virtual reality in the kids education and entertainment market--well worth reading for anyone involved in the kid/tween/teen media and education worlds.
"Once the VR space takes hold, kids will ultimately become "world-smiths," as they create immersive social experiences utilizing powerful, easy-to-use tools found on 3D user-generated content platforms.
These platforms will empower children to create and distribute VR content for consumption by their peers."
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