{"id":199916,"date":"2017-06-19T19:17:45","date_gmt":"2017-06-19T23:17:45","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/why-is-virtual-reality-taking-so-long-to-take-off-toronto-star\/"},"modified":"2017-06-19T19:17:45","modified_gmt":"2017-06-19T23:17:45","slug":"why-is-virtual-reality-taking-so-long-to-take-off-toronto-star","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/why-is-virtual-reality-taking-so-long-to-take-off-toronto-star\/","title":{"rendered":"Why is virtual reality taking so long to take off? &#8211; Toronto Star"},"content":{"rendered":"<p><p>An attendee wears a virtual reality    headset while playing the Bethesda Softworks \"The Elder Scrolls    V: Skyrim\" video game during the Electronic Entertainment Expo    in Los Angeles. (     Troy Harvey      \/     Bloomberg     )                               <\/p>\n<p>          By Hayley          TsukayamaThe Washington Post        <\/p>\n<p>          Mon., June 19, 2017        <\/p>\n<p>      LOS ANGELESAt 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. 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 per      cent from last year. Yet adoption of VR among consumers      hasnt really taken off in the three years since it created a      buzz in the wider world. An estimated 6.3 million headsets      have sold worldwide  indicating that, even       among the worlds 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.      Its also been       hard getting people to try it, developers said. And      showing virtual reality experiences on flat screens doesnt      give people a good enough taste of       how different the experience really is.    <\/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. And      firms are pushing to find it, building up their own platforms      and funding developers to bring games to their own headsets      exclusively. 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, chair and co-founder of VR game developer      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 drive much of the virtual reality market. 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, wouldnt be perfect      either, experts said. Competition is important and different      headsets characteristics inspire different types of games.      HTCs technology is designed for larger, room-sized      experiences that often require gamers to stand. Sonys      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      doesnt 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. Ubisoft, one of the worlds 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. Sony      spokesperson Jennifer Hallett said the PlayStation VR has      several titles that also work on other platforms, including      Ubisofts Star Trek: Bridge Crew and      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 in an      email interview that he doesnt 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 an emailed      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 Toronto Star and thestar.com,        each property of Toronto Star Newspapers Limited, One Yonge        Street, 4th Floor, Toronto, ON, M5E1E6. You can        unsubscribe at any time. Please         contact us        or see our privacy policy         for more information.              <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read the original:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.thestar.com\/business\/tech_news\/2017\/06\/19\/why-is-virtual-reality-taking-so-long-to-take-off.html\" title=\"Why is virtual reality taking so long to take off? - Toronto Star\">Why is virtual reality taking so long to take off? - Toronto Star<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> An attendee wears a virtual reality headset while playing the Bethesda Softworks \"The Elder Scrolls V: Skyrim\" video game during the Electronic Entertainment Expo in Los Angeles. ( Troy Harvey \/ Bloomberg ) By Hayley TsukayamaThe Washington Post Mon., June 19, 2017 LOS ANGELESAt the Electronic Entertainment Expo, all seemed right for virtual reality <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/why-is-virtual-reality-taking-so-long-to-take-off-toronto-star\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":7,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-199916","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\/199916"}],"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\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=199916"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/199916\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=199916"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=199916"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=199916"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}