I’m Daniel Anstandig. I’m a tech investor, founder, and CEO, and my passion is bringing new technology ideas to life.
I started early as an entrepreneur and my professional experience and interests range from media to entrepreneurship, artificial intelligence, and even the future of music. In my podcasts, I’ll be discussing where we are headed and how we’re going to get there. Together we’ll examine companies and opportunities large and small across multiple sectors. After all, the best way to get to the future we want is to create it now.
We might associate virtual reality with games, but as I discussed in my latest episode of Anstandig on the Future, VR has the potential to shape the future of fitness, the workplace, and much more.
Let’s look at a few points discussed in Anstandig on the Future of VR.
The pairing of VR and fitness is only natural.
VR provides lots of capability to shake up your workout routine: from delivering a personal trainer and your favorite music to you mid-workout to transporting you to workout in some of the moth breathtaking places in the world.
The benefits can be traced back to gaming, including reports of people playing Beat Saber for so long that they lost weight thanks to the game’s full-body movement.
And that’s just a game. Imagine what VR can do in the world of fitness when it’s designed for that purpose. Thankfully, programs like Supernatural VR Fitness help with exactly that.
In Anstandig on the Future, we’ve discussed several technologies that can change the way commerce works. VR is another to add to the list.
Imagine modeling an outfit that has yet to release or seeing your new car before it ever arrives at the dealership. All this and more is possible thanks to VR.
Its power is washing into real estate, too. From home designs to touring places and museums, VR is being used much more frequently in that sector, too.
On-the-job training can be effective when done well, but imagine if you could show employees exactly how to do their job.
That’s the potential of VR training, and it even expands to something as serious as military sector training.
Enterprise VR training revenue is projected to hit 4.2 billion by 2023, and that covers anything from teaching employees how to stack boxes currently to teaching doctors how to do open-heart surgery.
Onboarding and training might be looking a LOT different pretty soon!
VR might have as much life-changing potential as anything we’ve talked about thus far in Anstandig on the Future… if not more!
If you enjoyed thinking through these different use cases for VR—all of which came from my newest episode of Anstandig on the Future—I hope you can give the rest of the show a listen and learn more about how VR can impact the world we live in.
While this is a fun blog, it’s only the tip of the iceberg of what I covered in the show. I hope you can listen and share your thoughts with me here, or on Twitter, @anstandig.
Now, according to New Zoo’s Global eSports and Live Streaming Market Report, the 2023 projected revenue of eSports is 1.6 billion dollars.
An industry experiencing such phenomenal growth bears opportunity for not only media companies, but for other companies as well – particularly in an advertising and marketing role.
As eSports continue to boom, let’s look at some of the common ideas associated with eSports and decide whether they are a MYTH or the TRUTH!
This is far from the truth. In fact, the current gender split is about 70-30%, men-to-women, and that number continues to level out as more women are joining the eSports circle as both viewers and players.
On top of that, eSports is the only major sporting scenario where teams can be co-ed. Not only does that mean it’s in everybody’s best interest to seek out the best players regardless of gender, but a mixed team shows that gaming truly is for everybody.
Another myth, and another that shouldn’t come as a surprise. Instead, almost the exact opposite is true here.
Many small brands are getting into eSports. A great example is Otter Pops popsicles, which invested in an Overwatch league and reignited interest in their brand with a younger audience.
If anything, eSports are probably more small-company friendly than any traditional marketing channels because they cost a fraction of the amount as something like a nationally-televised football game or major sporting event.
On top of that, audiences of eSports are younger and have disposable income… plus they’ll spend an average of 100 minutes watching the stream!
While this might come as a surprise, this one is actually true.
It’s the ripple effect of tournaments that results in brand growth, game sells, and income. eSports make the most money when viewers go and buy the games for themselves, which is why companies keep hosting these tournaments.
They’re not a cash cow—they’re an investment in the brand!
Technology trends are all pointing toward an explosion in eSports. We see faster internet, the advent of 5G, growth in streaming popularity, cheaper gaming systems, and better mobile games as signs that the ever-growing market could boom very soon.
If you enjoyed these myths—all of which came from my newest episode of Anstandig on the Future—I hope you can give the rest of the show a listen and learn more about what this growth in eSports might mean for you.
While this is a fun blog, it’s only the tip of the iceberg of what I covered in the show. I hope you can listen and share your thoughts with me on Twitter, @anstandig or here on LinkedIn.