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Still a virtual reality skeptic? Here’s why you shouldn’t be

by • July 9, 2016 • No Comments

The original PlayStation console, launched when I was the managing director of Sony Computer Entertainment for Europe, shook the gaming world. The 3D environment was unfamiliar to gamers, and a few in the industry at sizeable were initially reluctant to adopt such a new advancement. But with time, 3D gaming became the standard of video games, and 2D games began to be considered rigid and archaic. Consumers purchased PlayStation at record rates, buying 100 million units, and blew out its Nintendo and Sega Saturn competition.

As VR becomes a force in the gaming world (and other sectors), with Google and Facebook manufacturing enthusiastic pushes in its advancement, I can’t assist but draw the evident parallels between the emergence of 3D-console gaming and quasi-nascent VR. But a few stay skeptical of VR and its likelihood of widespread use, it can become a widely adopted advancement that can in turn drive adoption of other technologies, just like 3D-gaming advancement did.

Similar to 3D gaming catalyzed the million-plus purchases of PlayStation — and later Xbox and other 3D-optimized consoles — VR can play a worthwhile role in incentivizing consumers to upgrade their mobile devices and/or operating processs. Specifically, VR’s capabilities can entice consumers to update their smartphones, the same way 3D gaming incentivized consumers to update their gaming consoles.

It is no secret that Google’s mobile devices have plateaued in their upgrade appeal. In May 2016, just 35.6 percent of Android devices were running Android 5.0 to 5.1 Lollipop, that was released in 2014. What’s additional, just 7.5 percent of Android devices are running Android 6.0 Marshmallow, the latest adaptation of the operating process.

Despite, or perhaps for the reason of, these disappointing metrics, Google is rolling out the Android N, its upcoming phone and tablet operating process. VR has the next to drive adoption rates of Android N, and Google is tapping into this next with the new announcement of Daydream’s mobile capabilities in the Google I/O keynote. VR may actually be the forcing function for users to adopt 4K smartphones, that I believe is the next of mobile advancement.

Along with leveraging VR capabilities to assist with Android adoption rates, VR can in addition be an significant factor in convincing people to select Android over the iPhone in the initially place. On the other hand there are rumors that Apple is covertly investing in aVR View-Master headset that may work with the iPhone, we are not quite certain, and it’s unlikely consumers can actively hold out for this.

The “build it and they can come” pattern has built itself in many advancement cycles.

With that said, companies like Google shouldnt jump the gun in assuming that all consumers can want to upgrade immediately for the reason of VR. VR is yet perceived by many consumers as an astounding advancement once removed. The pattern of new advancement on the macro level starts like clothing in a style runway show — amazing to admire but separate of the flow of day to day life. Making use of 3D gaming as a fitting version, any new advancement field matures by being brought to market initially as a fringe item observed by the masses and utilized solely by the die-hard tech enthusiasts, and and so it builds into a fewthing additional.

Right now, VR is in that observational stage necessary to the cycle that I witnessed for 3D gaming while at Sony. Concrete consumer uses cases are the upcoming step to promote adoption and integration into day to day life as the collective becomes accustomed to entirely immersive VR experiences.

One other key factor in the advancement integration cycle is the innovating parties. Today, tech giants like Google and Facebook have created the largest bets on VR, and much of the news of the emerging advancement circulates around these two behemoths. As VR ripens, other creators can establish their products and uses for VR.

This “build it and they can come” pattern has built itself in many advancement cycles; if we manufacture VR an ecoprocess appealing to createers, the industry can thrive on its own. In the months and years next PlayStation’s reveal, Sony found that yet it may create hardware and games exclusively in-house, independent video game designers were just as significant, and a healthy competition between the two stimulated additional advancement and creativity.

Facebook and Google’s vision of VR, and VR’s many known applications, are heavily consumer and gaming focutilized. But, enterprise VR is becoming an significant vertical that can just go on to grow in relevance, pretty than stay untapped. Enterprise VR/AR is may already a prosperous alcove, with innovator Meta boasting 1,000 enterprise organizations one of its clientele.

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Outside of gaming, enterprise VR/AR can assist people and organizations find immediate value in the advancement. As opposed to seeing VR/AR as a separate entity, VCs sizeablely view it as solving problems in existing sectors. Qualcomm Ventures’ managing director Jason Ball says “AR/VR is the new UX/UI for all things, but it can take time.” The funding environment is focutilized on Solve for X, with VR/AR as capabilities that can enhance the solution. To me, this means that enterprise/industrial use cases are where the money is/can be invested.

Much like we’ve seen 3D capabilities unfold, VR can manufacture room for third-party organizations to find their niche, whether that be consumer-facing or siloed to the enterprise. Powered by advancement, companies sizeable and tiny can carve out their own space and offerings inside the advancement to manufacture its applications broader.

VR has excellent next actually beyond consumer-facing services, and can be implemented in all types of industries. But it’s already loved
at a distance by many consumers and organizations, the cycle of advancement tells us that adoption is not far off.


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