When we talk about VR, we tend to talk in broad strokes. “Experiences,” we call them, as if that term is somehow covers and conveys the depth and disparity that exists between gaming, watching, and interacting with VR content. The reality of virtual reality, however, is not so easily categorized or described. VR content is the big blanket term that clumsily and imprecisely covers large and vastly divergent portions of the content market as it stands.