Virtual Reality headsets have yet to be well received by consumers as they do find their usage a bit difficult. They are not as popular.
Virtual reality has been in operation for almost five years now and its headsets are yet to find acceptance among the masses. Why virtual reality (VR) headsets failed to woo the masses is yet to be ascertained.
One comes across them only in the corner of the mall being used by children who are wearing these head-mounted devices (HMDs) experience virtual games. Even those who did eventually purchase VR headsets — either as an independent unit or along with smartphones — have just kept them at home without using them. Why virtual reality (VR) headsets failed to woo the masses is a question that needs to be answered in this context.
The global Augmented Reality (AR) and VR headset market returned to growth after almost a full year of decline in the first quarter this year.
VR headsets do represent 96.6 percent of the combined AR/VR market during the quarter with strong volumes from top companies such as Sony, Facebook, HTC, Pico and 3Glasses.
There is indeed no doubt that enterprise AR is rather evolving quickly, especially in the fields of healthcare, education and at firms that do aim to enhance customer experiences.
Several companies are indeed actively searching for hardware solutions that they can use to improve existing business processes and drive new ones.
No doubt, VR headsets have indeed failed to strike a chord with the consumers. It is difficult to answer Why virtual reality (VR) headsets failed to woo the masses.
The reason why VR is not booming into the consumer segment is because of the uncomfortable, clunky headsets. Earlier also VR adopters have rather complained of mental fatigue due to prolonged use of VR headsets.
Secondly, there is also much dearth of quality VR content that one could get to see.
Reports do suggest that even as a relatively young technology, AR has indeed shown more promise than VR as it does involve adding visual elements to the real world — typically via smartphones. Unlike VR, it does not push users into distinct virtual environments.
VR can’t take off and be in a position to compete with AR unless and until vendors do make some serious changes from the consumers’ perspective.
VR content is readily available to consumers. Also, VR technology is not able to rule out nausea and other health-related issues while experiencing it.
Many efforts have been on to bring VR to the mainstream consumer market.
There are a lot of fundamental issues that have remained unresolved with VR gaming.
People tend to get nauseated when they put on a VR headset. They prefer to play video games alongside their friends on a 2D display.
Consumer interest in VR, being still in its infancy, will indeed see slow and steady traction as specific use-cases, such as gaming, are rather pushed forth.
Expectations are there about headsets that they would be used to drive the VR market growth.
Standalone VR headsets will be capturing about 38.2 percent of the VR market in 2019, up from 26.6 percent in 2018.
It is obvious VR headsets have to be more acceptable to the consumers than they are now.