{"id":178776,"date":"2017-02-20T19:18:45","date_gmt":"2017-02-21T00:18:45","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality-was-a-flop-in-2016-will-2017-be-the-year-it-takes-off-motley-fool\/"},"modified":"2017-02-20T19:18:45","modified_gmt":"2017-02-21T00:18:45","slug":"virtual-reality-was-a-flop-in-2016-will-2017-be-the-year-it-takes-off-motley-fool","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/virtual-reality-was-a-flop-in-2016-will-2017-be-the-year-it-takes-off-motley-fool\/","title":{"rendered":"Virtual Reality Was a Flop in 2016. Will 2017 Be the Year It Takes Off? &#8211; Motley Fool"},"content":{"rendered":"<p><p>      Image source: Getty      Images.    <\/p>\n<p>    Consumer-level virtual reality    (VR) received its first big push in 2016 with major headset    launches from Facebook(NASDAQ:FB),    HTC (NASDAQOTH:HTCCY),    and Sony (NYSE:SNE),    but uptake for the technology fell short of many analysts'    expectations, and there are a range of challenges that threaten    to limit future adoption.Sales for Facebook's Oculus Rift    and HTC's Vive headsets dried up after their respective    launches, and SuperData cut its 2016 sales estimate for Sony's    PlayStation VR from 2.6 million units to 745,000 units --    potentially worrying signs for the future of head-mounted    displays.  <\/p>\n<p>    VR still has compelling prospects, but it's also clear that the    technology will have to overcome certain roadblocks before it's    ready for prime time. In order to better understand the    potential growth trajectory for virtual reality in 2017 and    beyond, let's take a look at some of the factors that are    shaping the progression of the technology.  <\/p>\n<p>    The fact that Samsung's Gear VR -- which uses    compatible cellphones for its display and retails at $99 -- is    the top-selling headset suggests that price will continue to be    a key hurdle for higher-end virtual reality adoption. The    Oculus Rift still sells for $599, while the Vive is priced at    $799, and the PlayStation VR retails at $399. In addition to a    growing list of compatible phones for Gear VR and Alphabet's    Google Daydream platform, more headsets will hit the market in    2017 and fill in the gaps between high- and low-end    experiences. Increased competition should put pressure on    Facebook, HTC, and Sony to lower the prices for their devices    or improve value propositions through bundling and other    promotions.  <\/p>\n<p>    Lenovo is expected to release a headset this    year that delivers higher resolution than the Rift or the Vive,    a lighter weight, and augmented reality (AR) capabilities --    all at a sub-$400 price. Lenovo's device will be part of    Microsoft's (NASDAQ:MSFT)    Windows Holographic virtual reality ecosystem, and make use of    a dual-camera internal tracking system (as opposed to the    external systems used by the Vive, Oculus Rift, and PS VR) that    could be instrumental in the emergence of more affordable    headsets. Windows Holographic headsets will reportedly start in    the $300 price range and are being designed to be compatible    with mid-range computers -- moves that should make virtual    reality more accessible and build Microsoft's position in the    space. Companies including Asus, Acer,    HP, and Dell are also developing entries for    the Windows Holographic virtual reality platform, though it's    not clear which, if any, will launch this year.  <\/p>\n<p>    Even with new entrants, the cost of high-end VR will likely    continue to be prohibitive to mass-market adoption, but reports    that Facebook is closing 200 out of 500 Oculus Rift demo    stations at Best Buy locations due to low    engagement suggests other obstacles to VR going mainstream this    year.  <\/p>\n<p>    While new competition means the cost of entry for mid-level and    high-end virtual devices is likely to fall this year, a growing    selection of headsets will contribute to the trend of    fragmentation that threatens to limit the progression of VR.    Early competition to establish leadership in the space and    technological differences between high-end and low-end    deviceshave created a situation where many software    offerings are not compatible across devices. Fragmenting even    exists within individual platforms, with Oculus Rift developers    needing to account for segmentation created by the introduction    of the device's touch-based controllers.  <\/p>\n<p>    For now, VR hardware lacks a \"killer app\" to justify the cost    of entry, and the dynamics of the current market present    barriers to the arrival of breakthrough software. With small    and fractured installed bases for VR headsets, developing    big-budget virtual reality experiences still doesn't make sense    for most developers, and that issue is likely to persist    through 2017. Even Sony, a platform holder with wide range of    video game development studios, seems to have few projects on    the horizon to support its headset. Without standout software    experiences to hook users and encourage engagement with the new    display mediums, the high cost of entry will remain prohibitive    to the mass market audience.   <\/p>\n<p>    While early uptake for VR has been disappointing compared to    initial projections, it's important to remember just how young    this technology is. The overly optimistic forecasts for VR    adoption in 2016 give cause for some skepticism when looking at    future targets, but expectations for huge growth in the    category persist, with a study from Citigroup    estimating that the combined market for VR and AR will reach    $2.16 trillion by 2035.  <\/p>\n<p>    Despite initial roadblocks, the immersive potential offered by    VR and AR and improvements to hardware and software make it    likely that the technology will eventually achieve mass    adoption. Last year marked the beginning of the consumer VR    push, and, while it doesn't look like 2017 will deliver the    confluence of factors needed to propel the medium into the    mainstream, the long-term outlook remains very bright.  <\/p>\n<p>    The early adopter market is mostly buying VR for video games,    but the technology will eventually be bridged to online    shopping and other uses, and the immersive qualities of AR and    VR should open up huge advertising opportunities that help    build support for the new mediums.  <\/p>\n<p>    Teresa Kersten is an    employee of LinkedIn and is a member of The Motley Fool's Board    of Directors. LinkedIn is owned by Microsoft. Keith    Noonan has no position in any stocks mentioned. The Motley    Fool owns shares of and recommends Facebook. The Motley Fool    has a disclosure    policy.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read the original post:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.fool.com\/investing\/2017\/02\/20\/virtual-reality-was-a-flop-in-2016-will-2017-be-th.aspx\" title=\"Virtual Reality Was a Flop in 2016. Will 2017 Be the Year It Takes Off? - Motley Fool\">Virtual Reality Was a Flop in 2016. Will 2017 Be the Year It Takes Off? - Motley Fool<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Image source: Getty Images. Consumer-level virtual reality (VR) received its first big push in 2016 with major headset launches from Facebook(NASDAQ:FB), HTC (NASDAQOTH:HTCCY), and Sony (NYSE:SNE), but uptake for the technology fell short of many analysts' expectations, and there are a range of challenges that threaten to limit future adoption.Sales for Facebook's Oculus Rift and HTC's Vive headsets dried up after their respective launches, and SuperData cut its 2016 sales estimate for Sony's PlayStation VR from 2.6 million units to 745,000 units -- potentially worrying signs for the future of head-mounted displays. VR still has compelling prospects, but it's also clear that the technology will have to overcome certain roadblocks before it's ready for prime time <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/virtual-reality-was-a-flop-in-2016-will-2017-be-the-year-it-takes-off-motley-fool\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":9,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-178776","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/178776"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/9"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=178776"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/178776\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=178776"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=178776"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=178776"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}