Virtual reality, the idealised next step in both gaming and simulations. With the rise of Oculus Rift, HTC Vive, Sony’s Project Morpheus and the recent OnePlus Cardboard virtual reality is beginning to find a place in the consumer household, rather than with only arcades and technology enthusiasts.
The question is, and will be whether virtual reality is here to stay and how will it affect the current gaming market. TMR, a market intelligence company has released a report estimating that the United States virtual reality market was worth US $466.6 million in 2012. With anticipated growth to reach US $5.8 billion dollars by 2019.
Such massive market potential is likely the driving force behind the broad range of companies jumping on the VR scene. Everyone from Sony to Valve are currently developing or have released early products, such a range of heavy hitting gaming companies is a sign that virtual reality has a place. Whilst this anticipated growth is impressive, it remains to be seen if this new technology will be purely a passing fad or a long-term gaming option.
According to this report the constant increase in technology, such as 3D effects and motion tracking are pushing the rise of virtual reality. Whilst increasing disposable incomes are letting more and more households give this new technology a try. On the flip-side the cost of these technologies, demonstrated by Valve stating that their HTC Vive is aimed at the high-end consumer is expected to harm growth and widespread adoption.