{"id":220821,"date":"2017-06-18T18:32:09","date_gmt":"2017-06-18T22:32:09","guid":{"rendered":"http:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/uncategorized\/why-is-virtual-reality-taking-so-long-to-take-off-stuff-co-nz.php"},"modified":"2017-06-18T18:32:09","modified_gmt":"2017-06-18T22:32:09","slug":"why-is-virtual-reality-taking-so-long-to-take-off-stuff-co-nz","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/virtual-reality\/why-is-virtual-reality-taking-so-long-to-take-off-stuff-co-nz.php","title":{"rendered":"Why is virtual reality taking so long to take off? &#8211; Stuff.co.nz"},"content":{"rendered":"<p><p>              HAYLEY TSUKAYAMA            <\/p>\n<p>              Last              updated08:53, June 19 2017            <\/p>\n<p>      Tomohiro Ohsumi    <\/p>\n<p>        TOKYO, JAPAN - MAY 12: A visitor wearing an HTC Corp. Vive        VR headset plays the Salomon's Carpet VR virtual reality        video game at the VR Park Tokyo on May 12, 2017 in Tokyo,        Japan. The VR Park Tokyo, a theme park with 7 VR arcade        games was opened last year in the Shibuya area of Tokyo, in        part, as a response to the growing market for global        virtual reality gaming. (Photo by Tomohiro Ohsumi\/Getty        Images)      <\/p>\n<p>    At the Electronic Entertainment Expo, all seemed right for    virtual reality. Players were waiting in snaking lines - some    for up to seven hours - for a chance to step into fantasy    worlds.  <\/p>\n<p>    Crowds watched as players wearing VR headsets over their eyes    reached out to pick up objects or shoot enemies that only they    could see.  <\/p>\n<p>    More than 125 VR exhibitors were at E3 this year, up 130    percent from last year. Yet adoption of VR among consumers    hasn't really taken off in the three years since it captured    buzz in the wider world. An estimated 6.3 million headsets have    sold worldwide - indicating that, even among the world's 2.6    billion gamers, few have picked one up.  <\/p>\n<p>    Experts point to several reasons behind the slow adoption - the    technology can cause motion sickness and it is costly. It's    also been hard getting people to try it, developers said. And    showing virtual reality experiences on flat screens doesn't    give people a good enough taste of how different the experience    really is.  <\/p>\n<p>    READ MORE:    *Virtual reality sex is coming soon    *Samsung Gear virtual reality headset    ismindblowing    *Review: Oculus Rift virtual reality headset    *Hands-on: HTC's virtual reality headset  <\/p>\n<p>    \"How do you advertise a colour TV on black-and-white    televisions? It requires people walking down to main street and    seeing it for themselves,\" said Steve Bowler, president and    co-founder at VR game developer CloudGate Studio.  <\/p>\n<p>    What virtual reality needs, experts say, is a killer app.  <\/p>\n<p>    And firms are pushing to find it, building up their own    platforms and funding developers to bring games to their own    headsets exclusively.  <\/p>\n<p>      Reuters    <\/p>\n<p>        Showing virtual reality experiences on flat screens doesn't        give people a good enough taste of how different the        experience really is.      <\/p>\n<p>    But this kind of fragmentation has resulted in a confusing    market and fewer games for players, thus giving them fewer    reasons to spend their dollars on this young trend.  <\/p>\n<p>    Mike Fischer, chairman and co-founder of CloudGate Studio, told    a panel last year that platform fragmentation \"keeps me up at    night\" after so many new companies jumped into the VR market -    although he says that things have improved a little since then.  <\/p>\n<p>    Devoting extra resources to creating games for different    devices can be particularly difficult for smaller studios,    whose creativity drives much of the virtual reality market.  <\/p>\n<p>    In fact some developers, such as Jeff Pobst from Hidden Path    Entertainment, say they rely on funding from platforms such as    Oculus to get their games made at all.  <\/p>\n<p>    These exclusive deals between developers and VR companies make    it hard for consumers to know which expensive headset will get    the game that they want to play - leading them to put off their    decision, analysts said.  <\/p>\n<p>    A monopoly, while simple for consumers, wouldn't be perfect    either, experts said.  <\/p>\n<p>    Competition is important, and different headsets'    characteristics inspire different types of games. HTC's    technology is designed for larger, room-sized experiences that    often require gamers to stand. Sony's experiences are largely    seated. Oculus provides a mix of the two.  <\/p>\n<p>    Even big players in the virtual reality market acknowledge that    locking any game to a single device could be problematic.  <\/p>\n<p>    \"We actually think that content in the VR space makes a lot of    space for developers and publishers to look at the market from    a platform agnostic standpoint,\" said Joel Breton, vice    president of Global VR Content for HTC. While HTC helps    developers create games for its own platform, Breton said it    doesn't hold them to any sort of exclusivity deal.  <\/p>\n<p>    More companies are also beginning to work on cross-platform    solutions.  <\/p>\n<p>    Developer tools such as Unity and Unreal are streamlining the    process for developers who want to port their games between    headsets.  <\/p>\n<p>    Ubisoft, one of the world's largest game publishers, has    committed to releasing virtual reality games that work the    major three high-end headsets, allowing people who own    different headsets to play with each other.  <\/p>\n<p>    Sony spokeswoman Jennifer Hallett said the PlayStation VR has    several titles that also work on other platforms, including    Ubisoft's Star Trek: Bridge Crewand Eve:    Valkyrie- which started as an Oculus-exclusive    title.  <\/p>\n<p>    The VR companies are also trying to do more to work together.    Jason Rubin, vice president of content at Oculus, said that he    doesn't think that there is harmful fragmentation in the market    for consumers or developers. But his firm tries to work with    competitors to push the whole industry forward, he added.  <\/p>\n<p>    But other major publishers seem to be waiting to see how the    market plays out before revealing their plans for virtual    reality.  <\/p>\n<p>    \"We believe VR will be a major opportunity, but widespread    adoption will take time,\" said Electronic Arts in a statement.  <\/p>\n<p>    For consumers eager to try virtual reality, however, that may    mean waiting at least another development cycle to let the    market fill out.  <\/p>\n<p>    \"The more content out there across different platforms and    price points, the more likely consumers are to try VR, and the    more likely they are to become true believers in the medium,\"    Rubin said.  <\/p>\n<p>    -The Washington Post  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>More: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.stuff.co.nz\/technology\/digital-living\/93819028\/Why-is-virtual-reality-taking-so-long-to-take-off\" title=\"Why is virtual reality taking so long to take off? - Stuff.co.nz\">Why is virtual reality taking so long to take off? - Stuff.co.nz<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> HAYLEY TSUKAYAMA Last updated08:53, June 19 2017 Tomohiro Ohsumi TOKYO, JAPAN - MAY 12: A visitor wearing an HTC Corp. Vive VR headset plays the Salomon's Carpet VR virtual reality video game at the VR Park Tokyo on May 12, 2017 in Tokyo, Japan. The VR Park Tokyo, a theme park with 7 VR arcade games was opened last year in the Shibuya area of Tokyo, in part, as a response to the growing market for global virtual reality gaming <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/virtual-reality\/why-is-virtual-reality-taking-so-long-to-take-off-stuff-co-nz.php\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"limit_modified_date":"","last_modified_date":"","_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"categories":[431592],"tags":[],"class_list":["post-220821","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"modified_by":null,"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/220821"}],"collection":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/comments?post=220821"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/220821\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=220821"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=220821"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=220821"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}