Is VR Virtually Over?

      Throwback to the early 2000's when the Apple iPod was taking the mobile audio industry by storm. It took music listeners a few years to adjust to the new, sleek device that put the Walkman to shame. Eventually, hype for the iPod was triggered across the globe, and people began waiting in lines just to have a chance at getting their hands on the product. 


Consumer innovators waiting patiently outside of an Apple store to get their hands on the newest product

Fast-forward to 2006 when Nintendo released their new gaming console, the Wii. The Wii not only introduce a new 4-D reality for gamers, but it also opened the market up to everyone. Yes, even my grandmother could easily pick up the television remote-shaped controller and bowl a 210 in Wii bowling. After the innovators and early adopters purchased the product, I decided to be part of the early majority and start my search for my very own Wii. After constantly refreshing eBay and calling Target every other day, I finally snatched the 29th out of 34 newly arrived shipment of Wii consoles one weekend at my local BestBuy. 

Sure, a new tech craze seems to arise every couple of months. However, very few seem to catch as much attention as virtual reality did. For many, the modern virtual reality technology introduced by Oculus in the early 2010's (eventually bought out by Facebook in 2014) created new buzz in the tech world. People began to believe in the new reality that people could experience a virtual world with the touch of a button and a pair of Jetsons-like sunglasses. Whether in the technology industry or not, companies began to invest heavily in VR. 

I did not buy it.

Gaming was never my thing, and I have never even been a big fan of Netflix (except House of Cards of course). The physical world around me was my preferred state, however I understood that was not the case for everyone. Despite this understanding, I internally foreshadowed the fad and quick demise of the VR industry. 

Human beings speak many different languages. However, everyone speaks body language. VR instantly eliminates any possibility for reading other people's behavior. Many believed that VR could be a great innovation for cinema. These innovators thought people could have their own customized movie experience, however part of the movie-goer experience is sharing the movie with others. Whether you're watching a horror film with your best friend, or sharing an intimate date with your new Tinder match, people want to be together and be able to read each other’s emotions as the movie plays. As Tech Crunch author Natasha Lomas said in her critical VR article, "Frankly, if the tech can’t be playful it just won’t be functional." 



A Zeiss "VR One" Virtual Reality Headgear 

Gaming can often be a playful activity, however other problems arise even when gaming solo. Motion sickness caused by the close proximity of the screen to the naked eye can cause health issues, such as nausea or eye fatigue. When I do decide to whip out the Call of Duty PlayStation game with my friends, I tend to get motion sickness quite easily. Eventually, so does everyone else and we move on to another activity. 

The price and ease of use of the VR gear is rather... obnoxious. In order to experience VR in most cases, you must cover your face with a bulky headpiece, with your mobile device clipped inside. For most people, the cost exceeds the benefit for this method of entertainment. Not only financially, but also with their time and energy. The trend today is: "make it easier for me", and the current VR devices simply do not fit the part. Some experts offer a solution to this problem: AR. Augmented Reality allows the user to use their existing devices to superimpose a new world into their existing reality. Examples of this include the viral marketing efforts of the Snapchat filters and Pokemon GO. Although the craze of Pokemon GO came and went, the technology behind it provides opportunity for others to follow. Users of technology want to be free and unrestricted, hence the possible reason for Apple to move towards wireless audio, or even Sprint's new move towards "unlimited data, talk, and text".

In the end, people want to be able to share their experiences with others in an unrestricted, physical environment. Human beings do not want to live in a made up world that sounds cool on paper but removes many aspects of experiential learning. Just last week, I drove 3 hours east to experience the Solar Eclipse in totality with my girlfriend (The totality experience was worth the drive... would recommend 100%). After the stellar exhibition, I spoke with family members who watched the eclipse virtually on TV. They were unexpectedly underwhelmed by their 2-dimensional experience, and even revealed their feelings of "FOMO" (fear of missing out) after I raved about my 2 and a half minutes of mid-day darkness. The point being that even if VR technology came out with a total eclipse experience, the experience would not be be the same as it would be in person.

As the VR trend continues to move towards its destined trough, techies are beginning to move to bigger and better things. Whether that is improving the current state of AR, developing virtual contact lenses, or something completely fresh, we do know that VR has peaked for the time being. Down the road, consumer trends and attitudes change, and so does technology. With that being said, I look forward to seeing what the future holds for human beings and their constant need for entertainment. 

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