Survey: How VR Can Achieve Mass Adoption

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Survey: How VR Can Achieve Mass Adoption
January 13, 2017

Cheaper headsets and better content are the most important two features needed for the mass adoption of virtual reality, a recent survey by SketchFab reveals.

 

According to the SketchFab’s VR Industry Report 4 out of 10 respondents believe cheaper virtual reality headsets are the key to unlocking mass adoption. Better content is close behind with 3 out of 10 responses.

 

WebVR, resolving motion sickness, standalone headsets, standardization and integration of hardware and content are the other additional responses included. Here are some other key results from the survey:

VR is not a fad

5 out of 10 participants believe that VR has big potential, but may not be the “end-all be-all” solution. 4 out of 10 believe VR is, in fact, the future. Only a very small portion of the audience (3.1%) believes VR is just hype.

 

Expect more VR headset sales in 2017

45.6% of respondents are planning to purchase a virtual reality headset in 2017. 54.4% are not.

 

Price is a key factor for VR

68.7% of those who have not purchased a VR headset believe they are too expensive. 30% of the survey respondents believe that the technology isn’t quite ready, and 23.5% of respondents feel that there is a lack of quality content.

 

Gaming is the most popular sector for VR, followed by education

54.5% of respondents believe the gaming vertical will be most impacted by virtual reality in the next 5 years. Education came in second with 19.5% of the vote. Other categories that will be impacted by VR are: social, health/medicine, business, and military/defense.

 

HTC Vive is the most favorite headset

57.8% of respondents prefer the HTC Vive. 19.8% of respondents prefer the Oculus Rift, and 7.3% prefer the Samsung Gear VR. Other headsets mentioned include: Google Cardboard, Google Daydream, PSVR, and various custom homemade solutions.

 

SketchFab says the survey is based on real data from the Sketchfab platform from 1000 responses and over 1 Million scenes viewable in VR. You can read the full report here.

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