Earlier quoted context omitted.
> I have yet to find one who uses it with the sort of frequency that people use their gaming consoles, PCs, laptops, or phones to play games. Part of the problem the industry has with VR is unrealistic measures of success. Does VR really have to be used with the same frequency we use consoles and have sales as high as smart phones to be considered not a novelty? There's a huge gap between "another duffer like 3D TV"…
Is there a gap there? I mean, sure, I see it conceptually, but I don't see a market gap. Look at movies as an example. When sound came along, it basically destroyed the market for silent film. Same deal for color film. But 3D has come and gone at least twice, bumping along as a novelty in between. I think it's going to be even more true of VR, in that doing good VR content is a) difficult, and b) a pretty different p…
Even if it's arty or niche content (which is fine by me) VR fills a unique role and people will want to keep experimenting with it.
Between education, arts, B2B, training etc the gaming side of VR could disappear entirely and there would still be enough usage to maintain an ecosystem. It doesn't take a huge company to design and make the hardware.
Maybe VR going underground for another decade wouldn't be such a bad thing. The tech industry might be slightly less unicorn-obsessed next time round.