SAN DIEGO--(EON: Enhanced Online News)--Naughty America, a leading VR content innovator in the U.S. and in the adult market globally, is set to make its CES® 2017 debut in Las Vegas, January 5-8, located near the VR/AR area in the LVCC Tech East South Hall 2, Meeting Space S115.
“Just as gamers are continually demanding enhanced experiences, so are our members. We’re continuously creating new VR titles to meet the growing demand.”
“We’re proud to be able to showcase at CES 2017 and thrilled to deliver signature VR experiences, across a variety of consumer platforms, that people are excited to try,” says Ian Paul, CIO of Naughty America. “We invite all interested media to experience Naughty America VR, and encourage all headset manufacturers to visit our booth to see how well Naughty America VR videos play on their devices, including Oculus, HTC, Samsung, Carl Zeiss, Sony, and Google.”
The mainstreaming of VR entertainment, the dramatic technology advances, and the participation of major industry players have combined to make inclusion of Naughty America VR an important addition to CES 2017. VR platforms such as Samsung Gear VR, HTC Vive, Oculus Rift, Google Daydream, Zeiss VR One, Sony PlayStation VR, and others are now supported by Naughty America, providing consumers with a wide range of options in both price and features.
Experts say the adult VR industry will reach $1 billion by 2025, and new data suggests their claims are becoming a reality. Statistics from Google Trends shows that searches for 'VR porn' have increased by 9,900% over the past 17 months.
“While VR continues to revolutionize the $99.6 billion (2016) gaming industry, the adult video industry has participated both as a change driver and beneficiary. Naughty America has been a pioneer in this regard, helping advance both VR technology and the way adult video is produced for this platform. Our customers tell us what they want, and in 2016, the conversion rate of visitors into new customers for VR scene pages on Naughty America’s website improved 84%, compared to visitors for 2D scenes.” Paul adds, “Just as gamers are continually demanding enhanced experiences, so are our members. We’re continuously creating new VR titles to meet the growing demand.”