LOS ANGELES — Terpon has announced its partnership with ModelCentro.com to create streaming 4K VR webcam portals for models.
The move integrates Terpon hardware with ModelCentro software to provide performers with a simple plug-and-play setup that allows users to broadcast in VR while creating live or prerecorded VR content for fans.
“Anybody paying any attention at all to what was going on at the January industry shows saw the interest fans, affiliates, models, and studios have in virtual reality porn,” says Stan D'Aman from ModelCentro. “We looked into every available option, and it became increasingly clear to us that Terpon makes the best devices.”
“The monthly rental model makes sense because it includes continuous upgrades for free, and having met with Jean-Claude in person, it’s easy to see that his vision goes far beyond the next few months,” Stan adds. “I like where this is going, and I think there is plenty of money to be made by acting on all of it right now.”
Terpon has reserved a significant portion of the 1,000 free Terpon Hermes VR webcams it is giving away for performers on the ModelCentro platform.
“Stan is a great strategic partner for us to be working with, and it’s easy to see how our services and products align with the ecosystem of content he is creating across many adult industry disciplines,” explains Terpon CEO Jean-Claude Artonne. “Beyond the immediate release of our VR webcams on ModelCentro, there are other revenue streams already in the works that will empower McProfits.com affiliates to make money selling VR devices, and a StripperCentro.com deal with Terpon that may finally bridge the gap between live gentlemen’s club performers and a global audience.”
Artonne says it’s an exciting time to be moving beyond flat 2D content toward a much more intimate and immersive kind of entertainment.
“As usual,” Artonne adds, “while some continue to stand on the sidelines waiting to see who else is willing to go first, it will be those who establish the new technology that captures the attention of the market.”
“The early adopter era is already done,” Artonne concludes. “We are now in the first phase of a truly massive groundswell of VR consumption. Anyone who missed out on tubes and mobile may want to look closely at VR before it becomes too late for them once again.”