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THOUGHT LE ADER
   Thought Leader is a series of quarterly industry reports written by
   Variety’s senior editors exclusively for Variety Premier subscribers.

VIRTUAL
REALITY
Potential and Challenges
 Ahead for Hollywood
 By Janko Roettgers, Senior Silicon Valley Correspondent, Variety
V
             irtual reality has inspired Hollywood                    short film “Henry.”
                                                                         Inevitably, 2016 ended not with the bang
             like few other technologies in recent                    that some in Hollywood and Silicon Valley
             history. From directors to senior                        had hoped for. Headset sales, while not a
             executives, anyone who has tried the                     complete disaster, clearly were below expec-
             medium seems to be enamored by it,                       tations. “We were conservative, but maybe
                                                                      we weren’t conservative enough,” said Amit
and almost every studio has at least begun to tip                     Kumar, partner at the Silicon Valley VC firm
their toes in the water. But how big is the potential                 Accel during the VRTL Summit in Los Ange-
of virtual reality for Hollywood, and what are the                    les earlier this year.
most significant challenges going forward?                               Still, Hollywood is far from giving up on
                                                                      VR. In fact, Warner Bros. Chief Digital Officer
                                                                      Thomas Gewecke argued during the same
                       In many ways, 2016 was the year that Hol-      event that a slow start doesn’t change the
                    lywood fell in love with virtual reality (VR).    overall hockey-stick trajectory of a success-
                    The release of headsets from major compa-         ful new technology. “We have learned that we
                    nies like Facebook, Google and Samsung, the       are in the really early days,” he admitted, but
                    $2.3 billion invested in VR last year, and the    added: “The potential is huge.”
                    explosion of creative output from big studios
                    and small startups alike all seemed to point
                    towards a momentum matched by few other
                                                                      ASSESSING THE VR MARKET
                    technical advancements since the release of
                    the iPhone 10 years ago.                          To fully understand the this potential, it’s
                                                                      helpful to map out the existing market for VR
                                                                      hardware, as the evolving headset distribu-
IN MANY WAYS, VR IS A NASCENT MARKET THAT HAS                         tion represents both obstacles and opportu-
UNDERGONE MULTIPLE ITERATIONS IN JUST A FEW YEARS.                    nities for Hollywood in its quest to reach an
                                                                      audience for VR content.
                                                                         VR is in many ways a nascent market that
                       Fears that VR would be “the next 3D TV”        has undergone multiple iterations in just a
                    — a technology pushed by hardware manu-           few years. The technology first made head-
                    facturers but largely ignored by the masses —     lines when Oculus, then still a small startup,
                    seemed to fade when consumers and tech in-        debuted its Rift VR headset on Kickstarter in
                    siders alike lined up by the hundreds at trade    2012. It got a significant attention boost when
                    shows and public events to try VR headsets,       Facebook shelled out $2.3 billion to acquire
                    only to come out of dark demo rooms with          Oculus in early 2014.
                    glowing eyes and awe in their faces.                 However, we have yet to get any actual
                       What’s more, a first wave of key projects      sales data from Oculus about its Rift headset.
                    seemed to signal a path for Hollywood cre-        Just like its competitor HTC, the maker of the
                    atives to be on the forefront of this new medi-   Vive VR headset, Oculus and Facebook have
                    um, with Jon Favreau jumping head-first into      kept mum on unit sales, leaving us at the mer-
                    creating magical worlds for VR with “Gnomes       cy of third-party market research companies
                    & Goblins,” Fox releasing “The Martian VR Ex-     and their estimates.
                    perience” as a first commercial adaptation of        Only Sony has given us a peek at their sales
                    a major Hollywood blockbuster, and Oculus         numbers, announcing in June that it had sold
                    even winning an Emmy for its animated VR          more than one million PlayStation VR head-

                                                                                                                  2
UNIT SALES OF VR HEADSETS 2016-17
                     Google leads by enabling free distribution from brands, news orgs

Google Cardboard

          Gear VR

   PlayStation VR

         HTC Vive

Google Daydream

       Oculus Rift

                     0         1m         2m        3m         4m         5m         6m          7m         8m         9m         10m

                                                                                          SOURCE: COMPANY REPORTS, SUPERDATA RESEARCH

sets since first introducing the device in Oc-        revealed in February.
tober. That’s in part because Sony is thought            This raises another important question: Are
to be the market leader: Superdata Research,          these cheap headsets actually being used, or
a research company specialized in VR, esti-           are they collecting dust in drawers? One of
mates that HTC sold around 420,000 of its             the few companies that has actually released
Vive VR headsets in 2016, followed by Oculus          usage data is Samsung, revealing in January
with 240,000 headsets.                                that consumers had streamed more than 10
   Clear winners in the current market are            million hours of video through their headsets
cheaper mobile headsets, and in particular            since the launch of the first Gear VR model in
Samsung’s Gear VR. Samsung announced in               late 2015.

CARDBOARD-ENABLED APPS HAVE BEEN INSTALLED MORE THAN 160
MILLION TIMES FROM GOOGLE PLAY, THE COMPANY REVEALED IN FEBRUARY.

January that it had sold more than five million          Sony revealed in June that it had sold 5.25
units of the device since first introducing it in     million VR games globally since the launch of
late 2015. Gear VR currently retails for $100,        the PlayStation VR. The average user of So-
but requires consumers to also own a com-             ny’s VR headset owns 5 games or experienc-
patible Samsung phone like the Galaxy S8.             es, and consumes VR in sessions averaging
In fact, the company frequently gives away            25 minutes. Altogether, Sony has clocked 37.9
headsets to buyers of its high-end phones,            million VR sessions to date.
which retail for $700 or more.                           Absent of any hard data from the other VR
   On the other end of the spectrum is Card-          headset manufacturers, there are some clues
board, Google’s attempt to make 360-degree            that certain devices get a lot more usage than
video affordable for everyone with a smart            others — and content producers looking to
phone. Cardboard viewers have been given              target certain platforms get help from some
away by the millions by brands and news or-           unexpected places, like VR porn distributor
ganizations, with Google estimating that its          Badoink. It’s no surprise that a significant
partners have shipped more than 10 million            subset of VR headset owners would be en-
units of the affordable viewer. Cardboard-en-         ticed to at least experiment with watching
abled apps have been installed more than 160          X-rated content on their devices.
million times from Google Play, the company              Badoink told Variety in April that its VR

                                                                                                                                  3
APPS AVAILABLE FOR VR HEADSETS                                            HOW TO MAKE MONEY WITH VR
 HTC Vive
 PlayStation VR   Oculus Rift & Touch
                                                                          Consumers may only have bought a couple
 Gear VR          Google Daydream                            = 10 apps    million VR headsets thus far, but there are
                                                                          already a number of monetization strategies
                                                                          emerging for content owners and producers.
                                                                          Here are some of the key approaches:

                                                                          PAID DOWNLOADS. Given the dominance of
                                                                          both mobile as well as game console-based
                                                                          virtual reality headsets, it’s no surprise that
                                                                          business models established on these kinds
                                                                          of devices are also being explored to make
                                                                          money with VR. There are plenty of apps for
                                                                          sale for both mobile and high-end headsets,
                                                                          and paid downloads are starting to generate
                                                                          significant revenues for some publishers.
                                                                             Tilt Brush, a popular Google VR app for
                                                                          the HTC Vive headset, has sold more than
                                                                          200,000 copies for $19.99 each on the vid-
                                                                          eo game app store Steam, according to vid-
                                                                          eo game analytics website SteamSpy. Job
                                                SOURCE: COMPANY REPORTS   Simulator, a game that retails for $29.99, has
                                                                          sold more than 150,000 copies on Steam, and
                        porn services see 40 percent of their usage       shooting game Raw Data, which is priced at a
                        from Samsung’s Gear VR headset. 23 percent        whopping $39.99, has sold more than 95,000
                        of consumers opt for a cheap and low-tech         copies.
                        Google Cardboard headset. Oculus Rift and            SteamSpy numbers have to be taken with
                        HTC Vive together account for 25 percent of       a grain of salt, as games often receive sales
                        usage, and PlayStation VR headsets are re-        boosts via free give-aways and reduced-price
                        sponsible for 9 percent of Badoink VR usage.      sales. Both HTC and Oculus also run their
                                                                          own app stores for their respective headsets,
                                                                          meaning that all these titles likely sold a lot
EVEN WITH ALL THOSE LIMITATIONS, IT’S CLEAR THAT                          more copies than those tracked by SteamSpy.
THERE IS A GROWING NUMBER OF TITLES BRINGING                              Finally, Steam only works for high-end PC-
                                                                          based headsets, and not for mobile devices
IN MULTIPLE MILLION DOLLARS EACH, AND AN EVEN
                                                                          like Samsung’s Gear VR, or even PlayStation
BIGGER NUMBER OF PUBLISHERS SEEING REVENUES                               VR.
OF HUNDREDS OF THOUSANDS OF DOLLARS PER TITLE.                               Still, even with all those limitations, it’s
                                                                          clear that there is a growing number of titles
                                                                          bringing in multiple million dollars each, and
                           Data from mobile app analytics specialist      an even bigger number of publishers seeing
                        App Annie also shows significant developer        revenues of hundreds of thousands of dollars
                        and consumer interest in mobile VR. At the end    per title — real money, especially for smaller
                        of August, Apple’s App Store offered consum-      studios that are only starting out in VR.
                        ers more than 25,000 apps advertised with            SteamSpy is currently tracking more than
                        keywords containing “virtual reality,” “Google    700 VR-only games. Including both free and
                        Daydream” (signaling interoperability with        paid titles, Vive and Rift owners have down-
                        Google’s Daydream competitor) and “Day-           loaded close to 14 million copies of those ti-
                        dream View,” followed by 6,900 such apps on       tles, with an average price point of more than
                        Google Play. Worldwide downloads for these        $12 per game. Altogether, these VR titles have
                        apps grew 110% year-over-year during the first    brought in an estimated $162 million in reve-
                        half of 2017, according to App Annie.             nue on Steam alone.

                                                                                                                      4
TOP-GROSSING VR TITLES ON STEAM APP STORE                                               numbers for Transport, but WEVR cofounder
Paid downloads are starting to generate sizable revenues for some publishers            Anthony Blatt told Variety when the platform
                                                                                        launched that he and his colleagues didn’t
Title                                           Price    Units sold     Est. revenue    foresee Transport to become a breakthrough
Job Simulator                                   $29.99    156,086     $4,681,019.14     success overnight. “There is no hubris here at
                                                                                        the company,” he said. Instead, the goal was
Tilt Brush                                      $19.99    203,756     $4,073,082.44
                                                                                        to help curate premium VR, and condition us-
Raw Data                                        $39.99    101,245     $4,048,787.55     ers to pay up eventually.
                                                                                            Headset maker HTC also entered the sub-
Arizona Sunshine                                $39.99     75,301     $3,011,286.99
                                                                                        scription space this year with its Viveport
Audioshield                                     $19.99    136,048     $2,719,599.52     subscription service, which gives HTC Vive
                                                                                        owners access to five titles every month for
Virtual Desktop                                 $14.99    143,220     $2,146,867.80
                                                                                        a monthly fee of $6.99. Viveport has a much
Space Pirate Trainer                            $14.99    136,048     $2,039,359.52     broader focus than Transport, and offers ac-
                                                                                        cess to both games as well as cinematic expe-
The Gallery — Episode 1: Call of the Starseed   $19.99     99,769     $1,994,382.31
                                                                                        riences. Titles include Time Inc’s “Remember-
Vanishing Realms                                $19.99     93,019     $1,859,449.81     ing Pearl Harbor,” Google’s “Tilt Brush” and
                                                                                        Northway Games’ “Fantastic Contraption.”
Star Trek: Bridge Crew                          $49.99     36,069     $1,803,089.31
                                                                                        Altogether, Viveport’s subscription service
   SOURCE: STEAMSPY.COM, AS OF AUG. 21. ACTUAL REVENUE MAY BE LOWER AS ESTIMATES ARE    now has a catalog of over 250 titles.
  BASED ON FULL RETAIL PRICE. ONLY INCLUDES VR TITLES PLAYABLE ON HTC VIVE AND OCULUS
             RIFT. DOESN’T INCLUDE TITLES SOLD THROUGH OCULUS STORE OR VIVEPORT.COM.        The company hasn’t released any subscrib-
                                                                                        er numbers either, but Viveport President Ri-
                                                                                        kard Steiber told Variety in August that it has
                                 But SteamSpy data also suggests that,                  seen steady growth since its launch in April.
                              with a few exceptions, consumers are most                 “It’s going really, really well,” he said.
                              likely to pay $10, $20 or even $30 for a VR-                  Still, subscriptions clearly do have a chick-
                              based video game that will keep them busy                 en-and-egg problem. Publishers may be less
                              for many hours. Cinematic VR experiences                  willing to give their crown jewels to services
                              that they may only watch once or twice may                that have thus far only attracted modest au-
                              be a bit of a harder sell.                                diences, and opt to instead sell them directly
                                                                                        to consumers. Subscription services on the
                                                                                        other hand will have a hard time growing
AMAZON IS REPORTEDLY WORKING ON LAUNCHING ITS                                           without massive subscriber bases, which re-
OWN VR SERVICE, BUT HAS YET TO SAY WHETHER THAT                                         quires them to have attractive catalogs.
                                                                                            One solution to this problem may be at-
SERVICE WILL BE LIMITED TO PRIME SUBSCRIBERS.                                           taching a VR component to a traditional vid-
                                                                                        eo subscription service. Amazon is reportedly
                              SUBSCRIPTIONS. Another business mod-                      working on launching its own VR service, but
                              el actively explored for VR is subscriptions,             has yet to say whether that service will be
                              which may lend itself better to cinematic con-            limited to Prime subscribers. Hulu launched
                              tent, especially given the fact that consum-              its own VR app in early 2016, but isn’t cur-
                              ers are already used to paying for music and              rently restricting it to paying members.
                              video in this fashion. One of the first VR-only               Ads and branded content. In the absence
                              subscription services with a focus on cine-               of big subscription players, studios and start-
                              matic virtual reality is Transport from Ven-              ups alike are often opting for another reve-
                              ice, Calif.-based VR startup WEVR. Transport              nue stream: advertising. Traditional advertis-
                              offers subscribers access to a number of VR               ing is still in its infancy in VR, especially since
                              experiences for $8 to $20 per year, with titles           companies have yet to find the equivalent
                              including Jon Favreau’s “Gnomes & Goblins,”               to a pre-roll or banner ad for the medium. A
                              Deepak Chopra’s “Finding Your True Self” and              number of startups are exploring this space,
                              Arjan van Meerten’s “Apex,” which recently                but few of them have done more than one-off
                              premiered at the Sundance Film Festival.                  implementations.
                                 WEVR has yet to share any subscriber                       Adobe has been exploring its own take

                                                                                                                                        5
VR REVENUE IN 2016                                             GLOBAL VR REVENUE
Money fairly evenly distributed across devices                 Dollars are on pace to double next year and again in 2019

                                                      $80B

                                                      $70B
                    Mobile

                  $687m                               $60B

                                                      $50B

  Console-based      Total                            $40B
   $411m           $1.8b
                                                      $30B

                                                      $20B
                   PC-based

                  $718m                               $10B

                                                         $0
                                                              ’17             ’18               ’19              ’20                ’21

                        SOURCE: SUPERDATA RESEARCH                                                        SOURCE: GREENLIGHT INSIGHTS

on VR advertising as part of its research lab,       into a website, or even watched on TV, may
but has yet to productize these efforts. Start-      lead to adverse reactions when watched on a
ups like Santa Monica, Calif.-based Vertebrae        screen mounted just a few inches away from
have been looking to automate the integra-           the viewer’s eyes.
tion of ads in VR apps with software devel-             VR viewers are the ultimate captive audi-
opments kits (SDKs) and similar tools, but           ence, and any messaging from a brand or ad-
models that make financial sense on the web          vertiser is literally “in their face.” In a medium
or in regular mobile apps often require a kind       that can already create physical reactions like
of scale that this medium simply doesn’t yet         few others — viewers can literally get motion
possess. Perhaps in light of these challenges,       sick when camera movement isn’t done the
market research company Greenlight Insights          right way — this position comes with a lot of
projected that global VR advertising revenue         responsibility.
will only reach $1.6 billion by 2021, compared
to consumer content spending of $6.3 billion.        VR FOR PR. Closely related to branded con-
   In the absence of ad standards for VR, mar-       tent is Hollywood’s use of VR as a medium
keters are often instead looking for branded         to advertise its own, existing franchises. Per-
content to reach tech-savvy VR audiences.            haps unsurprisingly, almost every studio has
One of the better-known brands to explore            done VR and 360-degree video trailers and
this approach has been GE, which teamed              specials to promote existing movies and TV
up with VR studio Within and Mashable to             shows.
produce “The Possible,” a multi-part VR se-             That approach has a number of advantag-
ries exploring cutting-edge technologies in-         es. Thanks to rapidly improving camera tech-
cluding hoverboards, robots and space travel.        nology, it is getting a lot easier to produce
Each episode of “The Possible” was present-          360-degree 3D footage alongside regular
ed as a “double feature” with a two-minute           shoots, using the same sets and assets. Costs
science-themed VR ad tacked on.                      will be significantly lower than for original
   As with ads, brands need to walk a fine           VR productions, and the ability to distrib-
line with their involvement in VR, and content       ute 360-degree video to audiences without
producers need to be conscious of the unique         headsets on YouTube, Facebook and Twitter
qualities of the medium. Something that may          also opens up videos to million of additional
feel relatively unobtrusive when integrated          eyeballs.

                                                                                                                                   6
All of this means that VR trailers, teasers    and other physical constraints. The Void has
                and behind-the-scenes videos are an effec-         already launched a Ghostbusters-themed VR
                tive way to explore VR and learn about the         experience together with Sony Pictures, and
                new medium with its challenges and oppor-          is getting ready to open Star Wars-themed
                tunities. However, the window to use VR as a       experiences at Disneyland Resorts in South-
                attention vehicle of its own is rapidly closing    ern California and Florida later this year.
                as consumers get used to the new medium.               The Void co-founder and Chief Visionary
                Studios may have been able to get press cov-       Officer James Jensen described these kinds
                erage for the first few 360-degree behind-         of experiences as perfect extensions of mov-
                the-scenes videos, but the news value of           ie franchises like “Ghost Busters” in a recent
                these videos is quickly decreasing. VR for PR,     interview with Variety: “These worlds exist
                as some critics call it, is rapidly approaching    in our imagination. We have created movies
                its expiration date.                               about these worlds, we have merchandise
                    That’s not to say that a well-done VR fea-     from these worlds. And now, The Void has the
                turette can’t be used to promote a Hollywood       ability to allow you to put on this equipment
                franchise. Consumers love to immerse them-         and step into these worlds.”
                selves in their favorite stories, and anything         The Void plans to open dozens of addition-
                giving them a chance to do the same visually       al locations in the coming months, with CEO
                with a movie or TV show they adore can be a        Cliff Plumer telling Variety that the compa-
                powerful experience.                               ny eventually wants to operate thousands of
                    However, there’s a potential flipside: Pro-    stages around the world. The company is get-
                motional VR videos that aren’t done well, or       ting competition from startups like Dreams-
                don’t do the medium justice, could feasibly        cape, which recently teamed up with 20th
                shape the expectation of new users, giving         Century Fox for a location-based Alien VR
                them an underwhelming introduction to VR           experience, and Vrcade, whose technology
                that could be harmful to the medium itself.        is being used to bring VR to Dave & Busters
                That’s why 20th Century Fox Home Enter-            locations.
                tainment President Mike Dunn told Variety              And then there is Imax, which has opened
                late last year that the studio was looking to      VR experience centers in New York and Los
                build actual products, and not just teasers, for   Angeles, and plans to operate a total of 10 lo-
                VR consumers. “We see VR as a new media            cations by the end of the year. Imax is using
                opportunity, not just a promotional vehicle,”      these first centers as a kind of field test to
                he said.                                           evaluate the potential of location-based VR. If
                                                                   successful, the company may open thousands
                                                                   of locations around the world, and spend mil-
IMAX HAS OPENED VR EXPERIENCE CENTERS IN NEW                       lions of dollars to finance and co-produce VR
YORK AND LOS ANGELES, AND PLANS TO OPERATE A                       experiences for its locations. “We are off to
                                                                   a very promising start,” Imax chief business
TOTAL OF 10 LOCATIONS BY THE END OF THE YEAR.                      development officer Rob Lister told Variety
                                                                   recently.
                LOCATION-BASED VR. There is anoth-                     Location-based VR is a great opportunity
                er model to monetize VR, and it is one that        for Hollywood, if only for the fact that it can be
                Hollywood has long been familiar with: tick-       used as a way to get actual products to main-
                et sales. A number of startups, and even big       stream consumers that don’t have spent an
                players like Imax, have begun to invest in         arm and a leg on a high-end VR headset yet.
                building out facilities for location-based VR      There are still some issues that are typical for
                entertainment, ranging from simple arcades         nascent markets — not all players will achieve
                to mini amusement parks.                           scale, or even survive, and not everyone has
                   Utah-based The Void has been a pioneer          fully-functioning development tools yet.
                of this nascent industry, and launched stages          The upside is that location-based enter-
                in multiple cities for VR adventures that allow    tainment is a proven business model, and
                consumers to walk around to explore virtu-         there’s some potential that location-based
                al worlds without being tied down by cables        VR could eventually make up for declining

                                                                                                                  7
theater ticket sales, or at least keep the-         developed for its HoloLens augmented reality
                          aters as entertainment locations relevant to a      headset and integrated it into so-called mixed
                          tech-savvy audience. VR-focused market re-          reality headsets made by partners including
                          search company Greenlight Insights recently         Lenovo and HP. Devices like these promise
                          estimated that location-based VR will bring in      to eventually offer VR experiences that inte-
                          $1.2 billion by 2021.                               grate the real world, which could afford Holly-
                                                                              wood studios the ability to truly bring movie
                                                                              characters into their fans’ living room.
                                                                                 It may take some time for new headsets
                          WHAT’S NEXT IN VR TECHNOLOGY
                                                                              and applications to reach traction. In the
                          VR development isn’t standing still, and con-       meantime, there’s some good news for any-
                          tent producers should anticipate several sig-       one concerned about lagging headset sales.
                          nificant advancements of the technology             Both HTC and Oculus have significantly re-
                          over the coming years. Most notably, both           duced the price of their VR hardware. While
                          Facebook and Google have been working on            consumers previously had to spend as much
ABOUT THE AUTHOR          next-generation headset projects that take          as $800 for a headset and controllers, and
                          some of the features of higher-end virtual re-      just as much for a PC capable running VR
                          ality and marry them with the convenience of        experiences to boot, these headsets are now
                          wireless solutions.                                 available for as little as $400, making VR sig-
                              First results of these efforts will be avail-   nificantly more affordable.
                          able before the end of the year, thanks to a
                          partnership between Google and two hard-
                          ware manufacturers, HTC and Lenovo. Both
                                                                              CONCLUSION
                          companies are set to introduce so-called
                          standalone VR headsets that run without the         Virtual reality was caught in the hype cycle
Janko                     need for any additional hardware, be it exter-      when consumer hardware first appeared on
Roettgers                 nal PCs, game consoles or phones. The Day-          shelves in early 2016. A little over a year later,
SR. SILICON VALLEY        dream-branded standalone headsets will also         we are starting to get some real data from
CORRESPONDENT             offer some of of inside-out tracking, which         early adopters that shows continuing inter-
Roettgers has             will allow for more immersive VR experiences        est in the medium, and willingness to spend
been covering the         than currently available on Google’s existing       real money on VR entertainment. Hollywood
intersection of media     mobile phone-based Daydream headset, as             should follow these trends closely and con-
and technology for        well as Samsung’s Gear VR. Facebook’s ef-           tinue to participate in driving the medium
nearly two decades,
                          forts, which go into a similar direction, aren’t    forward. However, studios also have to set re-
most recently for
                          expected to ship before 2018 at the earliest.       alistic expectations for VR, and view its proj-
GigaOm before joining
Variety in 2015. He has
                              At the same time, a growing number of de-       ects as long-term investments until audience
worked as a freelancer    vices is aiming to combine VR with augment-         numbers scale up further.
for a wide range of       ed reality, which promises to overlay digital          In other words: The nascent VR business,
European publications     objects over the real world. Microsoft has tak-     just like watching VR experiences, sometimes
and radio services.       en some of the augmented reality technology         requires a strong stomach.

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