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The Future of Virtual Adoption

Games Tech

The Future of Virtual Adoption

admin June 29, 2017

VR or Virtual reality is still trying to warrant its reputation as the upcoming big thing, but there is a very familiar use case commanding the nascent developer space.

People constantly say that the top indicator of technological adoption is that the adult industry.  While that might have been true throughout the Betamax versus the Web or VHS days, things are somewhat different now.  Games of all sorts are now the top sign of technological adoption.  You realize everybody will soon follow, after the game makers get in on something.

A survey of over 600 people who work in the “realities”–virtual, augmented, combined– by the Virtual Reality Programmers Conference said that 78% of programmers were working on games or interactive entertainment.  According to the 2nd annual VRDC VR/AR Innovation Report, games have been seen as the very best method to give folks the immersive experiences which (in theory) will spur mass adoption.

The training and education categories are some way supporting games, with 27 percent of individuals citing virtual learning as a focus.  Around 19% of programmers said branded adventures–rendered VR holidays or often car showrooms–were on the agenda.

As a whole, the augmented and virtual reality segment needs to start building about the hype it’s generated.  But developers are taking the long view as the realities are viewed by nearly all developers as a medium to long-term revenue flow.  A range of respondents to VRDC’s survey said they were not expecting to turn a profit in the future, citing how the market is yet to mature.

“While money flows freely through the VR/AR/MR sectors, it’s clear that many industry professionals are not hoping to turn a profit in the short-term,” YouGoggle stated.  “When we asked business professionals about when they believed VR, AR, or MR would bring in a profit for them or their client, just 16 percent said in the short-term, 39 percent stated medium-term, and 38 percent said just in the long term”

Virtual Reality Revenue Will Be Game-Based

The news that games are the dominant force in the nascent augmented or virtual reality universe is not shocking.  In many ways, the growth of the realities is currently mirroring that of the program ecosystem, which has relied heavily on cellular games for revenue.

The great majority of available VR content is game-based and that isn’t likely to change any time soon.  A recent report by the Entertainment Software Association stated that 15% of players had employed virtual reality in the last 12 months, with 63 percent of “average gamers” acquainted with the expertise.  In addition, one in three of the hardcore gamers said they meant to purchase virtual reality hardware in the next calendar year.

The Average Person Needs More Than Games

Global virtual reality revenues are anticipated to reach $7.2 billion by the end of the year, according to market analyst Greenlight Insights but this is regarded as modest growth.  By 2021, worldwide revenue will hit $74.8 billion, Greenlight stated, citing the fact that enterprises–and not just game publishers–will incorporate virtual or augmented reality experiences in their business practices.

With that in mind, a need is for virtual and augmented reality programmers to turn their collective gaze like Doom or Fallout 4.


Abhishek is a professional writer, blogger, and editor of Author Land based in Delhi, India. He has been writing for SEO, SMO, Social Media, Search Engine, Small Business etc topics on www.authorland.net, Visit authorland.net to get tips that really work for Search Engine, Social Media & Small Business.

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