The increase in virtual reality?

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Virtual reality, the next idealized step in games and simulations. With the rise of Oculus Rift, HTC Vive, Sony’s Morpheus project and the recent OnePlus Cardboard virtual reality are starting to find a place in the home of consumers, rather than just arcades and tech enthusiasts.

The question is, and will be, whether virtual reality is here to stay and how it will affect the current gaming market. TMR, a market intelligence company, has released a report that the US virtual reality market was worth US $ 466.6 million in 2012. With growth projected to reach US $ 5.8 billion by 2019.

Such massive market potential is probably the driving force behind the wide range of companies that are jumping on the VR scene. Everyone from Sony to Valve is developing or launching early products, and such a range of high-impact video game companies is a sign that virtual reality has its place. While this expected growth is impressive, it remains to be seen whether this new technology will be purely a passing fad or a long-term gaming option.

According to this report, the constant increase in technology, like 3D effects and motion tracking, is pushing the development of virtual reality. As the increase in disposable income leaves more and more households to try this new technology. On the other hand, the cost of these technologies, demonstrated by Valve declaring that their HTC Vive is intended for the high-end consumer, should hinder growth and widespread adoption.

The worldwide diffusion of VR is obviously concentrated in North America and Europe, the two representing 69% of the share of revenues. Although surprisingly, Asia is considered to be the region with the greatest potential due to the growing involvement and online presence of Sony, which have easy access to Asia for their Morpheus project.

This unique report highlights that VR has enormous potential, both for the companies that produce it and for consumers. However, ultimately, it will depend on the content that is available for these machines and their cost. Right now, the average consumer won’t spend the equivalent of an Xbox One or PlayStation 4 on a machine that only offers a limited range of games. Although if games like “Keep Talking and Nobody Explodes” demonstrate anything, it’s that the right kind of play style can work seamlessly with the VR headset. We are looking forward to the day when Call of Duty can be played on a virtual reality machine, or maybe it would not be such a good idea.

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Source by William Cooper

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