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NBA to film All-Star Game with virtual reality cameras, to be available for free on Samsung's Milk VR store for Gear VR devices

Tim Moynihan / Wired :

Wired Tim Moynihan

Context & Ripple Effects

Samsung launched Milk VR just weeks ago as the video storefront for its Gear VR headset, and it needed marquee content to justify the hardware purchase. The NBA All-Star Game broadcast answers that: the league had already been positioned by The Verge's coverage as the first major sport to embrace VR, and this is the flagship moment of that push.

The deal structure matters more than the novelty: Samsung gets exclusive-feeling premium sports content at no charge to drive Gear VR adoption, while the NBA gets a new camera format and a hardware partner subsidizing the production risk.

First-order effects

  • Gear VR owners get the All-Star Game free on Milk VR, giving Samsung's two-month-old storefront its first tentpole event and a reason to buy the headset now rather than later.
  • The NBA gains a filmed VR asset and a working relationship with Samsung, making it the test case for how a major league's product translates into headset-native viewing.

Second-order effects

  • Other leagues face pressure to match the NBA's VR experiment or cede the 'first mover' framing that The Verge's coverage shows the NBA already trading on; broadcasters and camera suppliers gain a new category of live-event work to bid on.
  • Rival headset makers must now compete on exclusive live content, not just optics and price — the pattern that later produced the NBA's weekly VR slate with NextVR and, eventually, Meta's expanded 52-game NBA package.

Third-order effects

  • If the pattern holds, live sports becomes the standard content lever hardware platforms use to sell headsets, with rights-holders auctioning VR packages platform-to-platform as each generation of devices needs a hook — and Samsung's own path (Milk VR rebranded as Samsung VR within eighteen months) shows how volatile those platforms are for the leagues signing with them.

The trend: Live sports is becoming the anchor content that consumer-VR platforms use to drive headset adoption, with rights deals migrating from one hardware ecosystem to the next as the device market churns.