VR is Here and I am Terrified
When I started in this industry 20 years ago, I never would have imagined how the market would grow, in both dollars and penetration, across new demographics. Back then we were targeting 18 to 24-year-old males with sports games and shooters. Now, we have 60-year-old ladies playing slots on their iPads, toddlers building cities in Minecraft and the demographic for sports and shooters has grown well past 40.
Some things haven’t changed. People are playing and enjoying games for the same reasons I was during my early years: the experiences, achievements, feeling of progression and so on. Everyone is hitting the same pleasure centers that I was as a 10-year-old playing Ultima on my 486 PC.
But the gaming phenomenon has evolved in a way that makes it increasingly compelling and addictive to a much broader audience. Now VR feels like it’s finally here... promising to bring you to whole new worlds you’ve only ever imagined.
People have been trying this for years with PC and console games like World of Warcraft, Destiny, The Division and Call of Duty. One stat I’ve heard is that the average WoW account spends 20 hours per week in game. That’s a part-time job! It makes you understand the horrifying stories about MMO-related child neglect deaths.
So it’s scary to wonder whether VR will bring us to new heights of escapism. The very nature of entertainment is centered around escapism – whether it’s watching sports, reading books, playing video games or watching TV. But what about virtual worlds that pluck you out of the real one entirely? As the tech improves, I believe VR has the potential to be far more compelling than any entertainment medium we’ve ever experienced.
The difference with VR is the immersion. Traditional entertainment always had a degree of separation (passive viewing of a screen) or uneven engagement of the senses (sight over sound, no motion engagement, etc). Many people who try VR describe completely losing track of space and time.
I’m no technophobe. I’ve been an avid supporter of new technologies over the years: the internet, smart devices, video games, etc. have all been evolutionary forces affecting how we interact with one another and consume entertainment. Maybe it’s because I’m getting older. Maybe it’s because I’m reading too many books like Ready Player One and Snowcrash. Or maybe it’s because I have two young children... but the prospect of VR leaves me terrified and I don't think I am the only one.
My son saw the commercial for RedDeadRedemption2 and said that he wanted to “see that movie”. Video game graphics engines have become so realistic they blur the line with VR.
Professional Services Manager - Americas at Cohesity
8yEric, I just tried out some VR goggles last week for quick 10 minute session. It was incredibly fun and I definitely see how one could become completely lost in it. The experience gave me two ideas. My first idea was about the possibilities for 3D Movement and Interaction. I played a shooter game where the objects shot back and you had to move to dodge the bullets. My thought was that we can finally bring physical exercise back to kids and adults alike. Imagine running through a game where you actually have to run, dodge, duck, etc. rather than move your thumbs and press buttons with your fingers. What if you had to carry a VR rifle that had the weight of a real rifle? What if you had to reach into your holster to pull out a VR pistol after you ran out of ammo with your rifle. Not to mention VR crossbows, grenades, etc. Wait a minute... I think I just came up with my million dollar money making idea. My second idea was about the ability to explore new worlds without leaving your room. I played a coral reef simulation where you could interact with the coral and jellyfish gliding by. Imagine a school field trip where you could load up the class and go to the Pyramids at Giza, the Eiffel Tower, the swimming pool at the Marina Bay Sands or on safari in Kenya? You could take an entire classroom of children and give them experiences that very few of them might ever have a chance to do. You could accelerate a lifetime of experiences without spending your life savings on them. I wouldn't go so far as the Arnold Schwarzenegger movie "Total Recall" where you could have real memories implanted for a few dollars extra. The dangers are something we ran into doing military simulations when I was in the US Army. Eye fatigue for sure but more importantly, realism and getting too involved in "the game". Just because something worked in VR doesn't mean that you should try it IRL. If your emotional relationships in VR become too strong, you might have some difficulty adjusting back to reality once you disconnect. I think we're just beginning to unlock the potential of what this technology can offer.
Creating Positive Change in a Complex World
8yHaving written extensively about VR and using it daily myself now, I can tell you there are things you should be worried about and things you should not be worried about. For the WORRY camp - if you have headsets in, unless you own a Vive, be prepared to be cut off from the outside world. The Vive has a front facing camera you can access in game, but does not help you with things/animals/children under foot! If there is an emergency, getting yourself out quickly is somewhat cumbersome if by yourself (not to mention jarring). Losing track of time is an actual worry, but for me falls into the DNW (DO NOT WORRY) camp below due to my experiences. For the DO NOT WORRY camp, as Jeffrey Wycoff, the immersion is a complete game changer. Every single person I have strapped in comes out amazed and wanting to invest. To combat losing track of time, I set a *loud* alarm on my Amazon Echo for when it's time to get out. Also, at least with the Vive, you can easily see your desktop and check the time whenever you like.
Digital and Social Media | Growth Marketing | Games and Free-to-Play | Consultant and SME | Former Epic, Riot, NVIDIA, Disney, WB Games, Kabam, Ayzenberg
8yThe scary parts of VR are what I put the most stock in. Immersion. Immersion is what makes VR today not just a platform for sketchy game demos and short experiences but the first page in a story that's going to change multimedia forever. What we see now is rough and early in concept but I can already see a near future where I'm sitting at the front of the stage for a broadway show half a continent away seeing and hearing as though I'm really there. I am thinking about how I'll change my slide presentations when my meetings are held in a fully realized virtual space and not over gotomeeting. I imagine people watching the World Cup from the grass and advertisers getting up to the second data that connects what ads people saw, what players were within vision at the time and what actions, individuals or other stimuli were able to adjust their attention. We have barely begun and it's all going to happen faster than any of us realize.
Founder @ WeGPT.ai | Ethical AI, Blockchains, Consumer Solutions
8yI'd love to work in the VR space. But not blindly. I think a lot of folks are missing some key challenges and threats to VR's growth in all the excitement about how awesomely immersive the experience is. 1/ Cost barrier. I know people know this, but the cost barrier is too high for most VR headsets (which then also require a $1,000+ PC purchase). I think PS4 and mobile are best positioned in this sense, mobile VR more than anything as their device is literally subsidized by cell carriers. 2/ Pjysically speaking, VR headsets are a poor experience. They make the bridge of your nose sore after an hour and frankly become disorienting for many after too long. The price : engagement ratio will be very low initially, which can be prohibitive to growth. Especially software growth. 3/ Spatially, creating a "VR Room" in your house is a big ask for consumers. And most of the more impressive VR experiences requires space to stand and move. The mere act of moving your coffee table out of the way to play can be a bigger barrier than people think. So I'm excited for VR, but scared for other reasons :)