Furious M aims to enhance the emotional impression that VR storytelling has on audiences. Kenyon explains, “By exploring the possible levels of immersion, we challenge the idea that while we may not be able to feel exactly what other people feel, it may be possible to get closer to another type of existence.” Furious M engages and interacts with interested viewers via social media, builds VR audiences, orchestrates content delivery, captures viewing behavior, and promotes to generate audience engagement.
With a growing slate of high-quality VR projects in various stages of production, Furious M distributes VR content throughout the entire entertainment distribution ecosystem. Using technology focused on distributing content segments and completed VR entertainment titles to global audiences, the Furious M platform aligns viewers’ interests and sentiments with specially curated VR content that drives adoption. Furious M develops and produces high-concept cinematic VR content that is created, written, and engineered to generate engagement from VR viewers. Through the utilization of conceptual innovation, the team incorporates technological advancements like emotional triggers that enhance storylines, promote engagement, and support VR series binge-watching.
Furious M is working with the EPFL, a neuroscience lab in Switzerland on a project that involves the study of perspective taking and embodiment in immersive storytelling. In immersive virtual reality, the experience of having a body is altered, often favoring the absence of a body.
Our focus ensures that our VR content excites viewers and builds loyal audiences
Furious M is focused on an academic approach to helping people understand how the mind interprets VR and how to create impactful content. Kenyon elaborates, “We are developing a program that uses that data to map to the content. We attach psychological labels to the content and then search for the right content for each viewer. Our focus ensures that our VR content excites viewers and builds loyal audiences.”
According to Kenyon, their goal is to embed a cognitive perception of a concept, and provide the ability to consume the importance of that experience without being interrupted. “It’s the ability to have far and wide use of VR, AR and mixed reality technologies, to be able to monetize it so that creators, artists and educators continue to produce new and better content and educational material without detouring from the impact of VR,” states Kenyon.