VR gaming is a market currently worth more than $7 billion, with projected skyrocketing growth—expected to reach some $60 billion to $70 billion by the end of the decade, according to market forecasts. However, there has been little investment in VR storytelling, which presents a much larger market, argues V-Nova CEO Guido Meardi, bringing Faultline up to speed at IBC this year. For VR, gaming is the dominant use case, not streaming video. Why? Partly because moving in immersive content has been known to rapidly lead to motion sickness. Audiences want immersive experiences, but until recently headsets have not always provided an optimal consumption of that contact. To that effect, we recall Condense CEO Nick Fellingham explaining that most customers…