The Physical Limitations Hindering VR From Getting Wildly Popular

The Physical Limitations Hindering VR From Getting Wildly Popular

VR is becoming more common in the workplace, with new training techniques and immersive meetings becoming ever more prevalent in some fields. This is all well and good, but statistically, these folks are not going home and putting in a couple hours of gaming time on the Oculus at night. You literally have to pay people to use VR regularly.

“The latest virtual reality statistics show that the global market size of AR and VR is forecast to hit $296.9 billion in 2024 (Statista, 2021). This is nearly ten times the $30.7 billion market size registered as recently as 2021.” So says marketing site Oblero. This seems great right? But there’s a little key phrase in there: ‘AR’, which stands for augmented reality. This much more accessible cousin to VR includes mega popular games like Pokemon Go! (and this less popular clone made by the Christian church.) There’s a good chance AR will become a part of everyday life and VR will be relegated to a blip in history.

The market for VR is still growing, but the technology still has a long way to go in terms of lowering its barrier of entry and improving enough to not make most people occasionally want to chuck their lunch up all over the living room rug.

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