VR still largely limited to gaming

April 15, 2019
According to Parks Associates, gaming remains the primary use case for virtual reality (VR) headsets. The research house says consumer ...

According to Parks Associates, gaming remains the primary use case for virtual reality (VR) headsets. The research house says consumer-reported familiarity with VR technology has stayed at approximately one-fourth of U.S. broadband households between 2017 and 2018, with gamers most likely to be familiar with the technology. Among consumers who own or are familiar with VR, 54% use their headset or would use it for gaming.

"Sixty-two percent of U.S. broadband households play video games, and while gamers are a passionate market segment, they can be limited in scope, which has stalled adoption of VR to a wider audience," said Billy Nayden, Parks research analyst. "There has been some notable video content developed for VR, such as Alejandro G. Inarritu's short video experience 'Carne y Arena,' which won an Oscar, but overall lack of quality, non-gaming content is inhibiting broader adoption."

Content quality remains a challenge for VR headset owners, with 55% of VR headset owners feeling that content for their device has remained the same since they bought their headset, and 3% believe it has gotten worse. The report notes the main barriers for VR content development are costs, the demand for interactivity, and limits on content length.

Mobile headsets are capable of playing most non-gaming content in VR, but often cannot play premium games and have much lower NPS scores than other headset types. For gamers, PC-based and game console-based systems are the primary VR headset option, though standalone VR headsets are promoted as a cost saver.

"The aim of standalone VR headsets is to offer much of the same premium content as game console or PC-based headsets, without the need for additional hardware like a gaming console or high-powered PC," Nayden said. "This technology drastically reduces the cost for consumers, while providing a more premium experience than smartphone-based systems."

Other findings indicate:

  • 15% of US broadband households have trialed VR.
  • 52% of headset owners report owning a smartphone-based system. PC-based systems and game console-based systems are the next most popular systems, with effectively the same adoption rate.
  • 28% of game console owners are familiar with VR headsets, and familiarity is even higher among owners of newer consoles.

About the Author

BTR Staff

EDITORIAL
STEPHEN HARDY
Editorial Director and Associate Publisher
[email protected]
MATT VINCENT
Senior Editor
[email protected]
SALES
KRISTINE COLLINS
Business Solutions Manager
(312) 350-0452
[email protected]
JEAN LAUTER
Business Solutions Manager
(516) 695-3899
[email protected]

Sponsored Recommendations

On Topic: Metro Network Evolution

Dec. 6, 2024
The metro network continues to evolve. As service providers have built out fiber in metro areas, they have offered Ethernet-based data services to businesses and other providers...

Next-Gen DSP advancements

Nov. 13, 2024
Join our webinar to explore how next-gen Digital Signal Processors (DSPs) are revolutionizing connectivity, from 400G/800G networks to the future of 1.6 Tbps, with insights on...

Meeting AI and Hyperscale Bandwidth Demands: The Role of 800G Coherent Transceivers

Nov. 25, 2024
Join us as we explore the technological advancements, features, and applications of 800G coherent modules, which will enable network growth and deployment in the future. During...

On Topic: Tech Forecast for 2025/ What Will Be Hot

Dec. 9, 2024
As we wind down 2024, Lightwave’s latest on-topic eBook will examine the hot topics for 2025. AI is at the top of the minds of optical industry players supporting...