The virtual reality (VR) bandwagon is beginning to roll but a Strategy Analytics report surveying the needs, behaviours and expectations of future VR users has found that current VR experiences lack the context required for real engagement with the medium.
In the UXS Technology Planning Report: Virtual Reality, the analyst calculated that the virtual reality industry will surpass $10 billion in revenues globally by 2022. This growth, it says, will be driven by the creation of compelling experiences that allow the user to experience, preview and escape reality. However, it warns that the biggest risks to the nascent virtual reality market are the lack of context, the lack of social capabilities and the hard-wired headset restricting player movement.
“There are a number of ways that VR can be made more compelling,” commented Mathew Alton, research analyst and author of the UXS Technology Planning Report: Virtual Reality. “Design content from the ground up for VR to make use of its immersive properties; contextualise VR experiences to provide real emotional engagement with the content; and ensure sensory engagement with VR content through the ability to touch, see and hear what’s happening in virtual spaces.”