Change My View - âVirtual Reality Wonât Become A Commonplace Technology by 2030.â
The resurface of Virtual Reality (VR) in the eyes of mainstream media and general public as an entertainment medium has sparked much debate concerning the future of this once-fictional technology. To some, it represents the culmination of decades of technological development. Part of an ever-increasing drive to enhance digital experiences of consumers.
Now for the purepose of my arguement I will be looking at the âgoodâ VR headsets and itâs place in the market. The systems that require its own software and unique experiences. Instead of just facilitating a different screen mode as you strap a phone to your face.
VR demonstrates engineers utilizing and merging an amazing range of systems into making virtual reality real enough to escape the âuncanny valley.â Systems such as: A new way of displaying images, so that our eyes register depth and space, surround sound, spacial tracking, interactivity, and many more abstract and technical systems that I lack the understanding of carry the list further. This is all done with the purpose of developing the fidelity and realism of digitally generated experiences.
Now in no way to I doubt, or am I against this amazing utilisation and synergy of technology. It can, and has, demonstrated its importance and relevance in specific areas such as simmulation. Utilised by the military and research programs to help prepare soliders for combat, or provide training by way of simulating real world encounters. Such as medical, mechanical, aviation, excetera scenes that can be recreated in a 3D space. My scepticism however, comes into play when looking at the feasibility for this medium as entertainment, or use as a tool in the home. Similar to how the western world views the domestic use of laptops and smartphones.
Now to understand why I believe it wonât take off, we must first look at the consumer marketplace, and how past ideas and innovations have failed. ESPECIALLY within the entertainment industry, and whether we like it or not, for projects to take off it needs a player base that can provide the financial support to keep pioneering companies deveoping or making new content for VR. For VR as an entertainment source to do this it first needs to have a sizable market. Which means it needs to entice enough people to by into it.
However this is where I believe much of the implications of this model lie. As VR comes with a plethora of cons to turn many consumers away:
 - Firstly, the buy in price. Where if we look at existing entertainment headsets, interactive headsets that combine the systems listed above begin around $600 NZD as a starting price, and thats just sonyâs headset as an add on to the playstation 4. Which goes for more than the playstation itself. Ranging to $1500 for an HTC setup, utilising more funstions like spacial movement and interactive controllers. Right to the microsoft hololens and the oculus right going for around $5000 respectively. This immediately diminishes the potential marketing potential to those who can offord to pay for this kind of setup.
 - Motion sickness. Now, I will admit that much of the issues that created the sickness experience have been reduced significantly thanks to very exstensive research and playtesting. However this still serves to effect the market size even more. Especially with the stigma that VR has created in the past years surrounding its user friendliness.
 - Setup. Now while this is limited to only a few of the (semi) wide range of systems on the market. It does come with an exstensive list for the conditions of play. Some going so far to demand a dedicated 3m x 3m space coupled with motion sensors to even utilise in its designed experience.
 - A fundamental lack of developers actually knowing how to utilise this technology for experience. Or even a complete lack of content available to consumers. As a heavily experience reliant setup, there needs to be enough content that makes use of the $600+ that consumers put into the hardware that would warrant the pricetag that it comes with.
So at the end of the day the problem VR has lies less in the limitations of technology (although that is important) but instead itâs ability to capture peoples attention enough to outway many of the ways people reject this medium. Because development of experimental technology requires funding, and funding is provided by consumers. If there is limited consumers, there is limited funding for project, equating in less content for people who have spent the buy-in price experience, which drives even more people away from the medium. Where this cycle will repeat itself untill, as an entertainment device on the entertainment market for the average consumer, It will remain a niche title for a niche audience.
âBut just look at the global success of smartphones and computersâ I hear you say. While I admit there are examples of technology surpasing all of what was expected of them. I can also quote a number of examples that underwent the exact treatment I outlined above: And that is both the 3D-TV, and the Xbox Kinect. Now both of these examples were, at their time on the market, state of the art applications of merging different fields of technology to enhance the consumers experience with the digital medium. Whether that be the interactivity of the Kinect, or the immersion tried for with the 3D-TVâs. However while both failed because of different processes the end result remained the same:
 - The Kinect failed because of the lack of players that could support new content being created. Ultimately resulting in no more games being created that utilises this technology. Therefore destroying any real reason for new players to invest in this setup without a guarantee of new content.
 - The 3D-TV failed because it failed to generate enough interest in to sell. Where the excitement we once saw for the development of 3D cinema gradually died off. Resulting in a entertainment medium that never went past a simply gimick. Once again only to derive itself a very niche audience.
Now there are many other reasons, however I believ that it is these defining reasons, and all of these combining factors based off of past examples of failed ârevolutionaryâ technology that make me believe VR as an entertainment medium will never be a commonplace technology in the homes of the average consumer.
For those Interested you can see other peoples opinionâs and rambling for either side in these links: (itâs very hard to find articles that arenât just click-bait pages)
FOR VR - and its applications
 - http://www.thehindu.com/features/metroplus/virtual-reality-now-a-reality/article5982819.ece
Training simulations: https://www.army.mil/article/84453/Â || https://www.army.mil/article/84728/DSTS__First_immersive_virtual_training_system_fielded
 - http://www.roadtovr.com/the-3-most-common-arguments-against-vr-and-why-theyre-wrong/
AGAINST VR
 - https://www.pcgamesn.com/how-why-and-when-vr-will-fail
 - http://vrcherries.com/virtual-reality-will-fail/
I invite anyone to challenge my view, and I look forward to discussing this with anyone who wants to âchang my view.â


















