Why Should We Look Forward to Virtual Reality?
Source Image Courtesy to Freepik ( https://www.freepik.com/free-photo/descomposition-person-wearing-vr-glasses_18008034.htm#page=2&query=virtual%20reality&position=6&from_view=search&track=ais )
New technology is exciting and as I mentioned in my previous
blog, the potential of Virtual Reality in the future is remarkable and unlike
any other. However, like any brilliant innovation, it takes time to develop and
overcome challenges to achieve its full potential. According to some studies,
there are several reasons why virtual reality has not become mainstream yet.1
However, there are a few successful VR executions, such as the concert by
Travis Scott done at Fortnite Metaverse, that was watched by millions of fans
around the globe.2
“The biggest barrier to wide adoption of immersive
technologies is lack of good user experience design.”
-Christy Pettey,
Gartner.3
For the past few years, I would agree with this statement
since I didn’t see a lot of good content in VR. At least that was the case until
2023, when the amount of available content I can play and explore was enough to
get me excited for the further content. One of my favorite TV series has a VR
game (The Walking Dead: Saint and Sinners Figure: 1) that I started
to play recently, and I enjoyed the game and the story. I can feel the
characters emotions and the environment like I am living in that place.
It is not a matter of when the VR audience and content creators
will drastically increase, but why we should participate in it. With VR we can train
employees, educate, learn, heal phobias, and above all explore and experience
another world both visually and emotionally.
Figure:
1
Source Image Courtesy to Oculus 2020 [The
Walking Dead Saint and Sinners] https://www.oculus.com/experiences/quest/2897337400373711/
What are the challenges that Virtual Reality is facing today?
Playing with a VR headset didn’t go smoothly for me. I
started to have headaches and nausea after using the VR headset. And I didn’t know
why I felt it until I found out it is called “Cyber Sickness.”4 After
a while, like everyone else, I overcame the sickness, and I can use VR headset now
without any problems.
Another reason why VR is still niche is because of its price
point. This is important to address, as it is not readily available for most,
and it can be a main obstacle for it to become mainstream. If we compare it to
other devices like smartphones and game consoles, the VR headset itself is pricier
and less versatile. On the other side, the number of studios developing
high-quality interactive design is also still relatively small.3 I
can see a few big companies are starting to build games in virtual reality
after the pandemic, such as Steam VR and PlayStation VR which are developing high
quality products. It is also important to note that game engines like Unity and
Unreal Engine are becoming more sophisticated and adapted to VR development.
Also, the launch of Metaverse had unfortunately disappointed
many people, as their expectations weren’t met. According to Cecelia Pearce, associate
professor of game design at Northeastern, the quality of the virtual world is outdated,
and it looks like it was created in the mid-90’s. Another commentary comes from
Yakov Bart, associate professor of marketing at Northeastern, who says that
Meta failed to sell the idea of Metaverse to people.5 I agree with
their statements, because not everyone could understand the idea of Metaverse
since it is a tangible product. The Metaverse is an idea that is complex and
abstract, which appears to be made without a clear goal. This has ultimately
affected the VR headset sales with global decrease by 12% in 2022,6
which is another step back for the VR development.
If Virtual Reality is not yet Market adopted, What Can We Do?
There are a lot of opportunities in this new media. The only
question is how are we going to use VR, for whom and why? To mitigate current challenges,
we should first focus on making the content shareable. This is to enable people
who don’t have VR headset to see and watch our experiences. It will be different
from a VR experience, but it will potentially entice the audience to buy their
own VR headset. There are many new experiences like games, NFTs art galleries
and interior design that will be interesting to see as well as to interact with
in virtual reality.
From the standpoint of this project’s direction, one of my concerns is about how we can implement Virtual Reality for entertainment if there is a small percentage of people using it. I am hoping to provide useful information in the testing phase, that can help to improve the Virtual Reality experience. By doing so, I hope to be a step closer in understanding how to shape the creative expression of the virtual world, that will be enjoyable, inspiring, and exciting experience.
References:
- Garrett, B., Taverner, T., Gromala, D., Tao, G.,
Cordingley, E., Sun, C. (2018) Virtual Reality Clinical Research: Promises and
Challenges. Originally published in JMIR
Serious Games. 17 November.
(online) Available at: https://games.jmir.org/2018/4/e10839/
(Accessed: 17th May 2023)
- Tidy,
J. (2020) Fortnite’s Travis Scott virtual concert watched by
millions. BBC Tech News. 24 April
(online) Available at: https://www.bbc.com/news/technology-52410647
(Accessed: 17th May 2023).
- Pettey,
C. (2018) 3 Reasons Why VR and AR are slow to take off. Gartner
Insights, Tech and Service Provider. 6 September, (online) Available at: https://www.gartner.com/smarterwithgartner/3-reasons-why-vr-and-ar-are-slow-to-take-off
(Accessed: 17th May 2023)
- Cramer,
R. (2022) How People Adapt to Cybersickness from Virtual Reality.
Neuroscience News, Iowa State University. 15 August. (online) Available
at: https://neurosciencenews.com/cybersickness-vr-21243/
(Accessed: 17th May 2023).
- Mello-Klein, C. (2022) Why is Mark Zuckerberg’s Metaverse Failing? Northeastern Global News, Northeastern University. 3 November(online) Available at: https://news.northeastern.edu/2022/11/03/metaverse-failure/ (Accessed: 21st May 2023)
- Q.ai
(2023) VR Headset Sales Underperform Expectations, what does it mean for
the Metaverse in 2023? Forbes, Forbes Money. 6 January. (online)
Available at: https://www.forbes.com/sites/qai/2023/01/06/vr-headset-sales-underperform-expectations-what-does-it-mean-for-the-metaverse-in-2023/?sh=792939c334f5
(Accessed: 21st May 2023)
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