In recent years, the demand for virtual reality content has increased significantly across a wide array of industries
London, UK – March 12, 2018 —
In recent years, the demand for virtual reality content has increased significantly across a wide array of industries. Although the technology is still somewhat considered to be in the early stages of development, most sectors have begun to recognize VR’s effectiveness and immense potential as an incredibly efficient marketing tool. In turn, this provides companies and brands a novel and exciting way to distinguish themselves from their competitors.
A newly published report by Transparency Market Research (TMR) forecasts huge growth for the global market for VR content in coming years. The report predicts a monumental 278-fold increase in the market value of VR between 2015 and the end of 2024, increasing from US$147.5 million to a colossal US$41.01 billion.
In order to supply the growth and development of high-quality VR content, ImmVRse has decided to take a community-driven approach, much like YouTube, allowing it’s platform users to determine the value behind published content. The system has been designed so that VR content creators, together with the community, are constantly interacting, helping and inspiring each other to produce some of the most innovative VR content available online.
VR content creators are classified into tiers, according to their experience and accolades achieved throughout their time on the platform. The higher the tier, the more attention they will draw from not only the viewers, but from brands and advertisers, resulting in increasingly lucrative deals and opportunities. Each tier consists of different requirements and the two ways to earn these accolades are through the monthly creators’ awards and endorsement badges.
ImmVRse will utilize Blockchain’s “smart contracts” feature to trigger a monthly awards system, where viewers are able to vote for their favourite videos under multiple categories. Winners of these monthly awards will not only receive a generous share of ImmVRse tokens, but will be able to advance into a higher tier of creator rankings.
Endorsement badges are an alternative means to progress in the creator rankings. The badges allow brands and companies the chance to recognize creators for the successful completion of a business-related project. Creators automatically receive an endorsement badge from a company upon the approval of a submitted project and receipt of cleared funds. To ensure objectivity, the level of complexity and difficulty is factored in when rewards are issued.
The creator tier system is a comprehensive measure of experience and quality of work, as creators that put significant effort into work will find themselves quickly moving up the system, achieving more recognition and the option to increase the minimum costs for their service. Consequently, creators position themselves for better business opportunities in addition to receiving a payout for every tier they reach.
This ranking tier system is designed to motivate and incentivize creators to strive to create the most original, innovative and creative content possible. The aim being to achieve diamond tier creator status, whereby they will be recognized as one of the most elite creators on the platform. ImmVRse firmly believes that this system will bring out the best of VR content creation in years to come, as it stands to completely revolutionize the industry.
The ImmVRse Team
ImmVRse is backed by an ensemble of experts from a range of sectors, including relevant technologies, IT Management, VR, computer security and blockchain development.
Some of its key team members include:
Farabi Shayor, CEO
Farabi has over 10 years experience in developing market deliverables, brand identities and financial analysis focused on cryptocurrencies and blockchain. Farabi comes from a mix of finance (BSc) and marketing (MSc) background and is now leading a small team from Imperial College London to conduct R&D on VR-Neuroscience. https://www.linkedin.com/in/farabishayor/
Limon Rahman, COO & Co-Founder
Limon is a highly driven entrepreneur with practical hands-on experience, forming successful businesses in numerous fields. Additionally, with 15 years of experience within financial control and management, including overseeing budgets over $300m. https://www.linkedin.com/in/limon-rahman-1a156638/
Adrian Chan, Head of Marketing
Four years’ experience in Marketing and Journalism, previously Co-Founder of MadBuzzHK, proficiency in online content development. Adrian achieved a MSc in Marketing Communications and Advertising.
Mark Higgins, Chief Information Officer
Mark has 20 years’ experience in IT project management, and is highly experienced in managing multi-million dollar IT infrastructure, disruptive technologies and application projects. https://www.linkedin.com/in/mark-higgins-66962237/
Peter Gostincar , Chief Technical Officer
Peter has over 8 years of experience as a developer, highly skilled in managing large scale software and android app development project with some of the largest companies in EU, proficient in JS, Python PHP, JAVA, and SQL. https://www.linkedin.com/in/p
To learn more visit the Website: https://immvr.se/
Meet the Team: https://immvr.se/team
Chat with us on Telegram: https://t.me/immvrse
Read the full Whitepaper: https://immvr.se/whitepaper/
Connect on Facebook: https://facebook.com/immvrseetergostincar/
Contact Name: Adrian Chan
Contact Email: email@example.com
ImmVRse is the source of this content. Virtual currency is not legal tender, is not backed by the government, and accounts and value balances are not subject to consumer protections. This press release is for informational purposes only. The information does not constitute investment advice or an offer to invest.
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In recent years, the demand for virtual reality content has increased significantly across a wide array of industries London, UK – March 12, 2018 — In recent years, the demand for virtual reality content has increased significantly across a wide array of industries. Although the technology is still somewhat considered to be in the early […]
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