FBXL Social

I was a relatively early adopter of VR. I have an oculus rift 1.

Its pretty interesting but the thing is, people think it'll take off like smart phones but they are the exact polar opposite thing as a smart phone. Smart phones took the deskbound PC internet experience and put it into your hand so you could go out and live life and just take a peek at your notifications. People can end up sitting there staring at a screen for a long time, but it doesn't feel like they are and thats why its so addictive.

By contrast, with VR you are strapping a thing to your face just to start. By definition it takes over your entire field of view, and you can't just slip it in your pocket, its all or nothing. You cant just glance at it either, it must take over your whole view.

Another big thing is that it can make you feel icky. It covers a chunk of your face so if you're waking up heat by making big physical movements the way that you need to in VR, a good chunk of your head which is a major place that he goes to be released is insulated by your vr helmet. In addition to that, VR can make you motion sick. This isn't a problem with smart phones, but it is a huge problem with VR and for some people thats going to keep them off the platform.

It holds a lot of potential in many fields, but I never expect it to become as ubiquitous as smart phones, because it simply isn't inherent in their nature.

We have a lot of other technologies that are like smart phones but aren't as popular for similar reasons. Portable video game consoles like the Gameboy did well, but not smart phones well. Smart watches are popular, but not like smart phones. Portable music players sold very well, but not like smart phones. Smart phones were a perfect product to solve a very specific problem comparing being connected on the go to being strapped to a desktop computer and not a lot of devices will ever have that level of appeal to as many people.
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