Why VR Won’t Take Off: A Study on How Virtual Reality Can Fail

Before we start, let us confirm to you that we love VR, but there’s a counter current that says VR will fail, and through this post we thought to tell you their arguments so you can consider them yourself.

There are some reasons non-believers (seems like a cult now) state to why vr won’t take off, and though we disagree, most of them make sense.

PlayStation VR, Oculus Rift, HTC Vive, they are all great devices, but even we VR lovers know that they are still not quite what we’re looking for.


VR is too Expensive:

The first reason everyone points out is because VR isn’t cheap. Even at a level we aren’t content to saying is true partial VR, the good headsets are quite costly and you don’t have many options on stuff to do with it.

You can easily just grab the money and take some vacations, invest in a new FULL 4K HD TV and relax.

This makes it so that allegedly only the rich or the impulsive pioneers get the gadget, which makes it a sidestep from the mainstream and not in the mainstream itself.


There are always extras: The Pitfall of Hidden Add-Ons and Costs

With expensive gadgets like the PlayStation VR, you need to have more expensive hardware to run it, and even with cheap and affordable virtual reality headsets like Samsung’s Gear VR, you need a high-end phone.

Furthermore, to run a good experience in VR you need a powerful device and you need a fast frame rate which makes standard equipment unable to compete, so you need the best – and that’s expensive.


Advertising it isn’t Easy: Nobody Tried It

Finally, do you see yourself advertising a smartphone to a medieval peasant?

If it sounds hard, it is because the peasant never used a cellphone, never used an alarm clock, and he doesn’t know how it feels or how it is to use it.

Granted we have all those films that show us the potential of Virtual Reality like Sword Art Online, the Matrix and so on… but remember the peasant thinks telepathy is real, just witchcraft, so he can relate to long distance calls as well.

Humorous metaphors ended in the last paragraph, but the truth is that Nintendo tried marketing its experience and it failed miserably because the brand discovered nobody was getting the message… that is until they tried it.

Once the brand got devices out for people to try their Virtual Boy first hand, people started to appreciate it.

But… that is highly inefficient as you can’t massif that type of marketing, and it has to be in fixed spots with the products stationary waiting for people to try them out.


While we can understand these may be compelling arguments on why VR will fail or on why VR won’t take off, we have to highlight the fact that most of these issues will be solved in time, costs will decrease and virtual reality will slowly start being understood by most people as the “try it out” marketing spreads its influence through time and experience sharing.

What do you think?

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