84% Interested In VR, AR For Travel Experiences

You know a new technology is on the minds of a lot of people when it appears in a commercial during a major sporting event like the NBA Finals. So Samsung’s TV ad featuring an ostrich using a Gear VR headset to take flight was a major step forward for consumer virtual reality.
 
But just because big tech companies like Samsung–and Facebook, its partner on the Gear VR–want something to become mainstream doesn’t mean it will. For all the gee-whiz excitement that VR can generate by immersing people in experiences they can’t get anywhere else–like soaring above the clouds and being able to leisurely look all around you, as that ostrich does in the ad–the technology’s adoption has been fairly tepid. A lot is going to have to happen, on a lot of different fronts, before VR can truly become a part of most people’s lives.

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That’s the strategy behind projects like Fox’s “The Martian VR Experience,” a 20-minute accompaniment to the hit Ridley Scott movie that the studio hoped viewers would pay for. There’s no official data on the project’s sales, but SteamSpy, a site that provides estimates of VR content sales, suggests only a few thousand people got to play the role of Mark Watney on Mars in high-quality VR. And while there have been a few VR titles that have earned more than $1 million, it’s still a small number, and nowhere near what’s required to prop up an entire content ecosystem.
 
That’s where funding programs from the likes of Oculus–which has committed to invest $500 million in VR content–will help. But to hear Fan tell it, there needs to be more, and broader, funding sources for there ever to be enough content to satisfy the masses.
 
THE KILLER APP
 
When a new technology comes along, everyone instantly wants to know what will take it to mass adoption. That’s a question about VR that people have been wondering for years, decades even.
 
It’s probably too early to know, and in a way, that’s probably good given that there aren’t enough users. Until hardware prices come down significantly, there likely won’t be enough users to support even the greatest content.
 
But Macklin of Greenlight Insights said that things are looking up. A year ago, 20% of those the firm surveyed said they’d tried VR. This year, that number rose to 38%. “VR will have a slow, steady climb until it hits [the] mainstream,” Macklin said. But until there’s better hardware and lower prices, she said, it won’t matter how good the content is.
 
At Facebook, though, there’s no questioning what it’s going to take to get mass adoption for VR: users understanding how the technology can be used to bring them closer to the people they know and love.
 
That’s the impetus behind Facebook Spaces, the company’s social VR initiative, and it’s why it just launched the ability to broadcast live video from Spaces.
 
Facebook sees VR as the “ultimately communication device,” said Mike Booth, head of product for Spaces. “I think the biggest thing is just letting people see what this weird VR thing is,” he said. “It’s not just for blowing up robots and shooting zombies. It’s, hey, there’s my friends having fun in VR, and I want to join in. I want to participate, and see how this all works. Maybe I’ll want to go out and get my own VR headset.”
 
And while Booth acknowledges that there aren’t enough folks looking at VR yet as a way to have meaningful connection with their friends and family, he’s hopeful that what the company’s doing with Spaces, and what others are doing with social VR, can change that dynamic sooner rather than later. In short, Booth argues, “people are really the killer app in VR.”

 

Source: FAST COMPANY

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