Virtual Reality has been in a holding pattern for several
decades, with enthusiasts waiting for “that thing” that will finally result in
widescale public adoption, and make the technology a viable commercial product.
It seemed as though 2016 might be that year, when the gamut of virtual reality
products ran from Cardboard (Google) to high tech helmet (Oculus Rift), but
2017 has arrived and the space still feels stagnant.
The problem with virtual reality is that the set up, and
effort required, is inherently in opposition to key features of content
consumption. By that, I mean that people consume media as a way to “unplug” and
enjoy a catharsis of not having to follow structure, rules, and steps. To watch
virtual reality, a user has to select specially produced virtual reality
content (with the proper software in place), before engaging hardware and
placing a phone into a VR player, putting the pieces of the player together, positioning
everything correctly, and then jarring at least his head back and forth, and
possibly his arms and shoulders to position the VR piece to his head.
Content consumption happens in moments of boredom and escape
to the drudgery of day to day tasks. The mindless checking of Instagram and
Facebook represent a more accurate representation of the triggers a consumer
has to engage with content. It’s impulsive, it has to be easy, and it has to be
relevant. Virtual Reality fails to meet any of these three criteria, and as
such, does not represent a mode of content consumption that’s easy or desirable
to engage with at a high frequency. And this high frequency is what is required
if the medium will gain enough traction to become viable.
I believe that the first iterations of virtual reality that
will catch on will not be a headset, but a multidimensional television-like
apparatus, with multiple screens, that creates a 3D experience, and leverages the
3D camera arrangements that currently produce virtual reality content. This may
introduce a type of virtual reality content that is quick enough and easy
enough to implement on a whim, with few enough barriers to entry for the
average consumer to engage.
With wide-scale adoption, marketers will finally be able to
reach customers at scale, and benefit from this medium that has piqued their
interest for decades.
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