1. VirtuaTyKing's Avatar
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    Image Credit: UploadVR
    What was once nothing more than a pipe dream for science fiction enthusiasts is now a commercially released product, as virtual reality devices are readily available on the shelves of your local Best Buy. But its facing a new set of challenges as it strives for greater success in this highly competitive marketplace.

    A new survey, created through a joint effort by Upload and Perkins Coie, sought to find out how the fledgeling VR scene felt about its own chances of achieving significant success. More than 650 respondents, ranging from entrepreneurs and technology industry executives to investors and consultants, were polled. Once their responses were tabulated the results were somewhat surprising.

    The majority of respondents did not claim that the high prices of hardware or the still niche-nature of the VR market as being their chief concern for the consumer adoption of VR. Instead, according to the survey, the majority of those polled, Cited the lack of compelling content, problems with user experience and cost as the main impediments to AR and VR adoption in the coming years.

    -screen-shot-2016-09-15-11.27.04-am.png

    To be more specific, 38 percent of respondents cited user experience as the biggest obstacle facing VR adoption today, while only 32 percent cited cost. Similarly, 37 percent of those polled chose inadequate content offerings as the biggest challenge facing the VR industry and only 23 percent picking consumer reluctance and 20 percent choosing technical limitations.

    -screen-shot-2016-09-15-11.27.13-am.png

    Finally, when asked about the future, the vast majority of respondents agreed with the statements, In the next two years, VR and smartphone manufacturers will place a focus on developing mobile VR solutions, and the AR market will surpass the VR market in revenue.

    It looks as if the old video game industry maxim software sells hardware is proving true in the minds of VR/AR professionals as well. Check out the full survey for all of the details and analysis.

    Source: VR/AR's biggest obstacle: Lack of content | VentureBeat | AR/VR | by Joe Durbin, UploadVR
    09-18-2016 07:29 AM
  2. undefinederror's Avatar
    " The majority of respondents did not claim *that the high prices of hardware or the still niche-nature of the VR market as being their chief concern for the consumer adoption of VR. Instead, according to the survey, the majority of those polled, Cited the lack of compelling content, problems with user experience and cost as the main impediments to AR and VR adoption in the coming years. "

    Sounds like the most significant obstacle is a disjoint between developers and consumers.
    09-18-2016 08:55 AM
  3. Chemy JMHT's Avatar
    I agree with the lack of content problem.

    So far I downloaded all the free stuff I can find in the Oculus Store in order to try the new experiences before buying some game or app (but I'm really willing to buy games and software), but I think in four days I memorized all the titles available in the Oculus Store not even trying to know the name, are just a few.

    I know you can play and use a lot of games in VR which were not developed for VR, but so far the experience is not good because it's complicated, maybe the next winning company will br the one which buys those third party companies who are developing software to use your 2D apps and Games in VRenviromentals, because it will open the whole already created 2D/3D market to the VR world.
    09-18-2016 11:07 AM
  4. Russell Holly's Avatar
    Lack of content is such a silly argument. What they MEAN is lack of AAA titles. No Call of Duty or Halo or Overwatch. Steam VR has over 1,000 titles available and it grows daily. Content isn't an issue.
    09-19-2016 09:23 AM

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