The VR Marketing Challenge and some ideas

One thing almost all of us VR owners can attest to is that you cannot describe the VR experience in any way that captures what it actually feels like when a person puts on the HMD and experiences it for themselves.

Therein, also lies the biggest challenge if getting this to become a mainstream device. I have only heard people who haven't tried VR refer to it as a fad. They usually will say something like "it will be just like 3D Tvs". In reality it is nothing like 3D which I could at least acknowledge was/is more fad "like".

VR by contrast is a fundamentally different way in how a game is experienced. It completely changes the visual and immersive portion of gameplay. I have not had someone put on the Vive yet that didn't get completely blown away by some kind of demo/game/experience. My wife was blown away by the realism of Hordez. She has a love/hate affair with zombies...ie loves to be scared by them. These VR zombies scared the living crap out of her in a way no movie has EVER done. It's exactly those types of VR memories that separate VR from a true fad like 3D graphics.

So how to market this? Well, in my opinion kiosks need to be everywhere..in malls, they need to sell aspects of it to education and he'll even business. Gaming is the gateway through which VR has arrived but it will be some other aspect of utilizing VR that will ultimately make it stick in the mainstream. I can see applications for training as even robot repair demo shows the incredible detail you could include. IE training car mechanics. The sky is the limit excuse the pun as it would be an awesome tool for tourism like remote exploration or museum visits. Soooo much potential.

But o get there we need to start somewhere and I for one am thankful that start point is VR gaming!
 
VR is here to stay this time. No Dactyl Nightmares this time.

I agree; I'm amazed Oculus and HTC/Valve didn't have pop-up displays in most capital cities (that'd be like 8-10 units here in Australia) - you'd cover a lot of people that way. Europe and the US would need more units, but you'd make a big impact.

Stick the wearer's mirror window up on a big screen so the queued people can see what's coming - I say this because the simple shock will actually turn some people off (in the same way looking at a fairground ride will never entice some people to get on it! Others simply can't wait!).

Quite frankly, this is coming, though - once the initial rush of pre-orders has been shipped, they'll need ongoing sales to fuel the support, next gen product design and prototyping.

Personally, I'm hoping The Blu will scare the wife out of ever wanting to use my CV1 :D ("Is that wrong? Honey, come back, what'd I say?")
 
I completely agree that getting people to understand the power of virtual reality can be a challenge. A lot of consumers are skeptical, but virtual reality truly is a great technology that can be used in many different aspects of our lives.

I like your ideas. I think once the VR trend expands, people will catch on that it's the real deal. Also, tons of brands (Facebook, Marriott, McDonald's, Ford, and more) have been buying into VR and its marketing capabilities. This is sure to help the expansion of the VR industry. I recommend checking out this article for more details: https://valoso.com/blog/virtual-reality-brand-trend/
 
IMO VR is not commercially viable yet from an end-user perspective... it is still a pretty high end (and possibly niche) user experience and far too expensive given the minimal support in terms of games. At the price of about 2 decent 3D monitors (for the Vive) it probably offers a better experience however it is not without issues.
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I have invested in an HTC Vive myself and am disappointed by the extent of the range of supported titles. Give it 2-5 years and things will probably start to become more equitable but for now it is still a bit of gimmick in a lot of respects.
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Saying this, the experience in EDH is impressive but problems such as keyboard input and controller visibility issues (operating HOTAS blind for example) means the experience is hampered somewhat. The Vive solution has visibility of the included hand controllers in the 3D environment and this could hint at one possible solution. The camera on the front of the Vive is another possibility but even with my modern rig I have not been able to get the camera to work. Voice Attack or similar alternative control options could help but it is far from a universally reliable solution at this time as some users have problems with background noise triggering commands and others have problems with voice recognition in general.
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VR is very much in it's adolescent years in general terms and it's infancy in the domestic/commercial environment. The technology is over 16 years old and I had the chance to experience a state of art Industrial VR solution pre-2000.
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IMO the resolution still needs to be increased a touch, the controller issues need to be addressed, and game support needs to be expanded upon and consolidated before it can be considered a serious contender as a mainstream option.
 
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i play vr and with hotas.......i know where all my buttons are...idont have to physicaly see it myself....keyboard on other hand....lol no way....if your go vr in ED....a hotas and VA is reccomended

hell i can even drink and smoke whilst wearing mine

samsung gear vr user....tetherd via riftcat....can jack into steam vr and occulus store lol....leap motion for controllers..

i made a vivr/rift without forking out for a badge.
 
I've never tried VR but I know it it is going to be a game changer in the industry buts it's all down to cost.

Once the consoles make it a viable option with the likes of the upcoming Xbox Scorpio it will become wide spread. I agree it's still in early stages, project this forward a few years and there will be many advances for example much higher resolution, wireless headsets etc.
 
Entering galaxy map destination names is one area which Voice Attack does not address, and I have highlighted the issues that at least some people have with Voice Attack as well. Part of the problem with Voice Attack could be reliance on certain voice recognition engines as some people find other engines work better for them.
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As for seeing our HOTAS controls, it largely depends on the particular controller... the Saitek X52 and Thustmaster T-Flight X would be less problematic than say the Thrustmaster Warthog. Yes, some people may be able to memorise their control layout and operate them blind but that is far from universally applicable. Not everyone can touch type for example regardless of the number of hours they spend using a keyboard.
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My point being VR is far from a mainstream ready solution IMO, but that is less about the headset technology and more about cost, level of game support and other issues.
 
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I've never tried VR but I know it it is going to be a game changer in the industry buts it's all down to cost.

Once the consoles make it a viable option with the likes of the upcoming Xbox Scorpio it will become wide spread. I agree it's still in early stages, project this forward a few years and there will be many advances for example much higher resolution, wireless headsets etc.
Wireless headsets basically are achievable with the Google Cardboard type solutions combined with thin client/streaming type technology but wired solutions will inevitably be more reliable - no battery concerns, less latency issues, and the possibility of far higher frame rates and/or resolutions.
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The Vive may not be wireless but the cable loom is VERY long.
 
So how to market this?

Here's the problem: a good proportion of people will enjoy the novelty but no more. That's been my experience. They wanted to try it, tried it, thought "wow" and then didn't buy a set. It's too expensive. Secondly, my experience has been that there are very few applications for it. The only game I've managed to stay in with VR for any length of time without feeling intense nausea is ED - I get extremely queasy docking though. Most of the pixels in a space sim are ... black. FPS are absolutely horrendous and I can't stand them for more than a few minutes, seconds even.
 
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