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Guest Post by Cherie Hu Last month, I found myself at the Made in NY Media Center in Brooklyn, testing a prototype of content management platform AudioSalad’s VR player for music streaming. The product intrigued me because it seemed to challenge how the real estate for music consumption has shrunken dramatically over the past few decades, from a 12-inch vinyl record to a 375×559-pixel phone screen (or, to be more extreme, an iPod shuffle, with its meager volume of 0.48 cubic inches). Indeed, in contrast to one-off purchases of CDs with limited content, I now use nothing but my iPhone and my thumbs to navigate a practically bottomless collection of digital music on a daily basis. It’s admittedly a bit difficult for me to remember what picking up a CD feels like.Hence, trying out AudioSalad’s VR player—which involved strapping a device to my eyes, turning around up to 270 degrees, and examining my virtual surroundings in order to choose a single song—completely threw me off-balance. This physical disorientation soon turned into fascination, however, and I became excited at the prospect of restoring physicality to what we currently take for granted as digital experiences.Unfortunately, the conversation that the music industry tends to hold around VR only leaves me more disappointed than excited. Yes, I am beaming at the optimistic financial numbers around the technology, as is everyone else. Strategy Analytics projects revenues from global VR headset purchases to reach $895 million this year, while Digi-Capital forecasts that overall augmented/virtual reality revenue will hit $120 billion by the end of the decade.

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