Overcoming VR Adoption Hurdles
20,000 Foot View: When it comes to disruptive technology, emerging formats such as Virtual Reality have been here before. The part about innovation that can so often omitted by uplifting TED lectures is that whilst these technologies present incredible opportunities, amongst the hype and excitement are often serious debates on how differently various contributors within the technology ultimately view the world and the value that they contribute. Virtual Reality is no exception, and the frictions that exist when an industry based on a new technology is just beginning finding its way are now coming to the fore.
- A funding chasm of XXX emerged between VR Content and Hardware before 2016
- This gap has stultified the collaborative synergy that historically underpins technology adoption
- VR presently lacks the co-operative landscape which allows technologies to flourish
- The walled garden approach to selling hardware is problematic in the context of Virtual Reality
- Content offerings are what drive sales of hardware XXX iPods after iTunes, XXX worth of Radio sales after the introduction of sports broadcasting).
- The home entertainment ecosystem is so heavily saturated it is difficult for VR to gain a foothold