
New Upload VR editorial by my colleague Balaji Krishnan, who argues that new social VR platforms must be relevant and useable to everyone who doesn't own a VR headset:
Combine these two trends — slow growth of VR, plus time/place-shifting of content consumption — and you can see that social VR as it is typically conceived confronts a near-insurmountable adoption hurdle. Facebook and other VR developers are asking consumers to invest a fair amount of money and quite a lot of time on a platform most of their friends still don’t use (since most of them don’t even own a virtual reality device) which also runs counter to every content consumption convenience they’ve enjoyed for the last 7-10 years.
It's not unlike the problem Second Life faced during the 2006-08 hype period, being a client optimized for high-end desktop PCs and dedicated broadband trying to gain traction when the market was rapidly shifting to laptops, wireless, and then smartphones.
The solution? A way for social VR users to still be social with the rest of us:
Contemplating New Virtual Worlds While Still Loving Old Ones
With Linden Lab's Sansar soon to launch and a game executive now helping to make its new social VR world more commercially appealing, reader Dirran Skytower has some pertinent thoughts for users of Second Life -- and for that matter, developers at Linden Lab -- contemplating the future of Sansar and worlds beyond:
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Posted on Friday, March 24, 2017 at 03:19 PM in Comment of the Week, Sansar | Permalink | Comments (2)
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