When the Oculus Rift launched in 2014, industry stakeholders speculated that the new, high-end in-home virtual reality headset would disrupt the entertainment industry. Just four years later, the technology has reached a crossroads, still lacking adoption by mainstream consumers. In a recent survey, 25 percent of broadband households indicated they were familiar with some type of VR technology, but just 8 percent actually owned a headset, Parks Associates researchers found. While ownership has grown significantly over the past two years, VR headsets have not experienced an adoption explosion.
Virtual Reality: Slow Growth but Expanding Use Cases
Posted by: Billy Nayden December 3, 2018 01:33 PMWhen the Oculus Rift launched in 2014, industry stakeholders speculated that the new, high-end in-home virtual reality headset would disrupt the entertainment industry. Just four years later, the technology has reached a crossroads, still lacking adoption by mainstream consumers. In a recent survey, 25 percent of broadband households indicated they were familiar with some type of VR technology, but just 8 percent actually owned a headset, Parks Associates researchers found. While ownership has grown significantly over the past two years, VR headsets have not experienced an adoption explosion.