“Facebook ruins everything.”
It was the first thought in my head as I saw the news of Facebook’s Oculus VR acquisition hit the wire. But as the bewilderment and disbelief started to fade and reality began to sink in, I realized Facebook buying Oculus VR may not be a bad thing. In fact, it could be exactly what the startup and virtual reality as a whole might need. At least, for now.
In spite of the tremendous hype surrounding virtual reality amongst the games industry and enthusiasts, the mass market appeal for VR has yet to be proven. For many, VR is still closely associated with the earliest manifestations of the 1980s and 90s — Virtual Boy, gimmicky shopping mall attractions, etc. — and it’s a stigma that may be tough to shake. Anyone who tries the Rift immediately understands the difference, but creating opportunities to experience the product, let alone commanding attention long enough to generate curiosity is not easy, especially for a start-up led by inventors, gamers, and engineers.
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