Only a few people had plasma/lcd screens when they first launched. Only a few people had the Internet in 1991. VR has only been in consumer hands for a few months.
Only a few people had plasma/lcd screens when they first launched. Only a few people had the Internet in 1991. VR has only been in consumer hands for a few months.
Some companies and people had very unrealistic expectations about VR when they entered the space. 5-10 years seems like a realistic timeline for potential mass adoption.
> Only a few people had plasma/lcd screens when they first launched
Only a few people had 3D TVs and Segways when they first launched. Unlike the iPhone, only a few people ever had the EyePhone [1]. It remains a question whether a critical mass of people will want VR. I've witnessed many people experiencing VR where it's like "Wow, this is totally amazing" for the first five minutes, followed by complete disinterest after 15 minutes. I think that suggests that there's something there, but there are also some barriers that haven't been identified and addressed yet.
Is it the way the display cuts them off from the outside world? Some degree of immersion is desired -- people sit in dark theaters to watch movies -- but maybe VR is too much. I think it's fitting that Facebook/Zuckerberg thinks VR is the future of social networking. A "social" product that makes you feel more isolated.
[0] Though I still tend to think that even this would not be enough for most people - see 3D glasses/TVs.
VR is 50-100 years from "mass adoption" when the headsets are as light as sunglasses are today, either that, or when my kids grow in a culture of VR. A full generation at least.
I work for a Not-for-Profit in Health Care / Aged Care and we have bought Samsung VR headsets to take into the Aged Care Homes and the elderly people there have absolutely love the experiences they had.
VR headsets I put in the same category as the Microsoft Kinect or the Nintendo Wii. They are kind of fun, impressive technologies, but ultimately they are kind of a pain to use.
This. The inertia it takes to actually use it has to become as low as flipping on the TV and channel surfing. Having to locate a headset, strap it on, etc. is not what people are willing to do. Also, people don't like things on their face.
Let's put a pin in this comment and revisit it in 5-10 years. I don't have much faith in VR being a consumer favorite. They've never been found of having to put stuff on their faces.
Obvious counterexamples are eye glasses and sunglasses. There is some tradeoff between utility and discomfort where it becomes viable, but it's not clear whether the technology can get there in 5-10 years.
What did for Kinect wasn't really anything Microsoft did so much as the market deciding that they wanted the smartphone to be the centre of their universe for gaming with the TV a peripheral. That that would turn out to be the case wasn't at all obvious in 2010.