Introduction
Virtual reality changes entertainment from passive viewing to immersive participation.
The user may move through an environment, interact with characters and generate behavioural data through physical actions.
Privacy
VR devices may capture movement, eye-tracking and interaction data. Such information can be significantly more revealing than ordinary viewing history.
Safety
Immersive content can create physical and psychological risks, including collisions, disorientation and motion sickness.
Intellectual Property
VR environments can incorporate music, characters, buildings, artwork and third-party material.
Traditional licences may not always anticipate immersive exploitation.
Conclusion
VR will require media law to interact increasingly with privacy, consumer protection, product safety and intellectual property.
Businesses that enter immersive entertainment early should therefore build legal compliance into the product rather than wait for disputes to establish the rules.