CBS and Turner Bring 21 March Madness Games to VR Headset Owners Across the US

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More content for VR users is always a good thing. Especially if that content doesn’t relate to games or “experiences” for a change. Turner and CBS are bringing 21 March Madness games to VR headsets across the US. Every game will cost $2.99 and will provide an unprecedented experience for all users.

March Madness Comes to VR

It is always interesting to see how things unfold in the VR department. With more and more content becoming available every year, things are certainly heading in the right direction. CBS and Turner are on the right track in this regard as well. More specifically, the companies are bringing a total of 21 March Madness games to VR headset owners across the United States. A very interesting development, and a rather interesting experiment as well.

The game will be broadcasted through the March Madness Live VR app. These games will include the first and second rounds, as well as Sweet 16, Elite 8, Final Four, and National Championship games. The application is currently available through the Oculus Store and Google Play Store, with the games themselves costing $2.99 a piece.  How the general public will respond to this offering, remains to be determined, though.

It is also possible to buy access to all 21 games through a VR Tournament Pass. The main purpose of broadcasting in VR is to give viewers a better overview of the games themselves and provide a more immersive experience altogether. With different camera locations to choose from – or an option to watch fully produced VR coverage  – there are plenty of reason to check out these March Madness games if you own a compatible VR headset.

There is more to the NCAA March Madness Live VR as well. People who cannot watch the games live will have access to full-length game replays, which are available in both 2D and VR. There’s also video-on-demand content for behind-the-scenes skits, coach and player interviews, and much more. This is a rather interesting development, even though it still means less than one in three games will be VR-ready this year. Depending on this experiment goes, that number may increase next year.

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