There will be a lot more VR (virtual reality) and AR (augmented reality but as with most new technologies, the early results don't always produce the results the pundits were predicting
The following data confirm that the public is not ready to adopt just yet.
Trends will change this:
- People will try the newer, lighter models and better experiences
- Better software (programs) will catch on
- The shift to more AR will happen soon
When augmented reality is as simple as the Pokemon game, data on everything displayed in apps we know, we'll want more AR. Some experiences will call for full immersion and VR will grow too.
Cost Isn't the Only Reason People Aren't Buying VR Headsets
Many are just not interested in the devices
Virtual reality (VR) headsets don’t come cheap—some can leave a big dent in a consumer’s wallet. But cost isn’t the only factor holding back adoption of these devices. Many people are simply not interested in them.
Indeed, a March 2017 survey of US internet users by Thrive Analytics found more than half of respondents (53%) weren’t interested in owning a VR headset.
Older respondents were more likely to be uninterested than their younger counterparts. For example, 54% of 45- to 54-year-olds said they “just weren’t interested” in owning a VR device or system, and 67% of respondents ages 65 and older said the same.
In contrast, just 39% of respondents ages 25 to 34 said they were just not interested in owning a VR device.
Lack of content was another reason why some people weren’t tempted to buy a VR device. Though in this case, younger respondents were more likely to say this was a contributing factor to not owning a device compared with older generations.
But by and large, a greater reason than content availability for not owning a VR device—and something that has been discussed in other surveys on the matter—is cost.
Fully 43% of internet users polled were not interested in owning a VR headset because they felt the devices were too expensive, Thrive found. Moreover, among respondents ages 18 to 34, price was the most widely cited reason for a lack of interest in owning such a device.
A similar survey of US internet users by Gamer Network in February 2016 found that the largest share of respondents (51.3%) considered price the most important factor when purchasing a VR headset. Visual quality was the second leading consideration, cited by 47.3% of those polled.