MelodyVR Group is an AIM quoted VR company – a market leader for entertainment in virtual reality.

Current share price* 4.65p

*Share price data is delayed by approx 15-20 minutes

Background

The company is incorporated in England and Wales and the main country of operations is the United Kingdom. On 16 May 2016 EVR Holdings acquired MelodyVR Ltd, which has developed a music platform that allows users to experience music performances in Virtual Reality. The MelodyVR music platform is available to fans in North America, the UK & Ireland, Germany, France, Sweden, Switzerland, Spain, Italy, Portugal, The Netherlands, Austria, Greece and Belgium.

Strategy

With partnerships with major record labels, publishers, artists, venues and festivals, MelodyVR delivers exclusive Virtual Reality music experiences and original content to music fans via the MelodyVR music platform. We have worked with hundreds of globally recognised international recording artists and hold the world’s largest library of original Virtual Reality content. We distribute and monetise this content via the MelodyVR platform, a free-to-download app currently available on iOs and Android smartphones and Virtual Reality devices.

In addition to an ever-growing library of recorded content, MelodyVR also delivers live-streaming performances in VR, effectively eliminating capacity restrictions for any concert or venue and enabling an unlimited number of music fans to purchase VR tickets to an otherwise sold-out show. Consumers are able to experience events that were otherwise inaccessible to them due to geographical, physical, age-related or financial restrictions.

Global adoption of VR hardware is accelerating, making affordable, plug-and-play VR accessible to millions of people. With major technology players like Sony, Facebook, Samsung, Google, Microsoft, and HTC competing for market share, exponential market growth is projected to continue over the next five years. As the market develops, MelodyVR is well positioned to benefit from increasing consumer demand for VR entertainment content.