Social media strategy, Innovation
ABOUT THE PROJECT
VR's early applications have primarily been for gaming, sports, and entertainment, attracting early adopters and high-profile media coverage. But only 10% of US internet users own a VR headset.
Women are collectively leaving behind standards they didn’t set.
Her Reality: On her terms.
Challenge women to identify for themselves what a ‘real’ gamer looks like and give women resources to express their limitless ideas in VR because VR makes reality limitless.