Having been around for nearly five years now, Virtual Reality (VR) headsets are yet to find adoption among the masses.
You only find them tucked away in a corner at the neighbourhood mall where kids wearing head-mounted devices (HMDs) experience virtual games. Even those who bought VR headsets — either as an independent unit or bundled with smartphones — have dumped those at home.
The global Augmented Reality (AR) and VR headset market returned to growth after a full year of decline in the first quarter this year, as global shipments reached 1.3 million — up 27.2 per cent — from the same quarter last year.
“One of the main reasons why VR is not booming into the consumer segment is because of the uncomfortable, clunky headsets — even early VR adopters have complained of mental fatigue due to prolonged use of VR headsets,” Prabhu Ram, Head – Industry Intelligence Group (IIG), CMR, told IANS.
“Secondly, there is a clear dearth of quality VR content that one could watch,” he added.
“Consumer interest in VR, while still in its infancy, will see a slow and steady traction as specific use-cases, such as gaming, are pushed forth,” noted Ram.
Source: Hindustan Times