Virtual Reality: Fiction or Future?
Sameer Ahuja
Lead GameChanger, a DICK’S Sporting Goods company | Helping families elevate the next generation through sports
Augmented Reality (AR) appears to be a bridge to ultimate acceptance of Virtual Reality (VR)
Back in the 1930s, science fiction visionary Stanley G. Weinbaum penned a story called Pygmalion's Spectacles. In this electrifying narrative, Weinbaum brought to life a fascinating concept: a pair of goggles that could transport the wearer into a parallel universe, complete with holographic wonders, immersive scents and tastes, even the sensation of touch.
You have to give credit to Weinbaum's uncanny foresight.?
His depiction of the goggles' experience bears an astonishing resemblance to the cutting-edge world of virtual reality (VR) currently unfolding before our eyes. Weinbaum, it turns out, wasn't just a science fiction writer—he was a pioneer who glimpsed the future of immersive experiences long before the rest of us.?
Today, tech giants like Apple, Google, and Meta are investing billions into VR. Their goal? To port real-life experiences, everything from concerts and sporting events to online school into the virtual world. But is VR worth the hype, or yet another idea on its way toward the dustbin of science fiction??
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A few years back, Facebook, the reigning social media champ, decided to give itself a moniker makeover. The new name ‘Meta’ is meant to reflect the company’s shifting focus towards virtual reality, aka the “Metaverse.” According to CEO Mark Zuckerberg : “We believe the metaverse will be the successor to the mobile internet, we’ll be able to feel present—like we’re right there with people no matter how far apart we actually are.”
?Wishing to provide a more immersive experience, the idea was to merge the physical and digital. But so far…? Things haven’t gone as planned. Despite tremendous media hype, the younger crowd—torchbearers of our digital age—don't seem as jazzed about the Metaverse as you might expect.?
Then there are safety concerns. In its first speed bump, four million Oculus Quest 2 headsets were recalled after multiple cases of facial irritation, swelling, itching, and burning. Some users even required hospitalization. Also, it seems with each advance, privacy and surveillance concerns bubble up to the surface. VR is no exception. More on that in a minute.?
As stated, Meta has a bigger problem than these growing pains: It’s struggled to capture younger audiences . Let’s unpack why. As mentioned in a previous article , younger generations are oversaturated with entertainment fare. The new kid on the block, VR is competing in the Attention War against numerous alternatives. Alternatives who’ve battled for eyeballs. For years.?
From endless streaming options to now immersive social gaming universes, it’s no surprise kids aren’t running to the next new shiny toy. To this point, according to a survey by Piper Sandler, less than a third of teens polled owned a VR device, compared to the 87% who own a smartphone.?
Tellingly, when the same survey asked teens this question: “If you had to pick one site you didn’t want to live without, which would it be?”, 30% answered YouTube. That means if Meta wants to succeed with younger generations, it must prioritize the online video ecosystem YouTube has mastered. Also, anyone wishing to make a splash in VR must also popularize the headset, currently a major barrier to entry.
Something which is harder to remedy, however, is the challenge on advertising to a younger audience. Case in point, the FTC recently proposed a blanket ban on Meta’s monetization of youth data. This new proposed regulation also puts restrictions on facial recognition for future products.?
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Meta must also compete for younger audiences with the likes of TikTok and Snapchat. Only about 5% of all Facebook users are under the age of 18. And even if Meta does manage to court younger users, parents are increasingly concerned with its effects on users.
In this digital tug-of-war, one question arises: is VR really the golden ticket to our digital future, or should we place our bets elsewhere?
While VR remains a fascinating technology, augmented reality (AR) may be the correct transitionary path. For starters, with AR, no headset is needed. Instead, everyday surroundings get a playful upgrade. Imagine pointing your phone at a newspaper, and suddenly the graphics start moving, interacting with the text. Or perhaps you're exploring a museum with AR guiding you, giving you background info about the art and history—in real time.?
Already, product sampling is a big use-case for AR. It confers consumers greater confidence in their purchases. Imagine shopping for furniture, and being able to see just how a new piece may fit in your room.?
Savvy businesses are already noting such advances. According to a Harvard Business Review study , shoppers were 20% likelier to make a purchase when using AR versus those who didn’t. Developments like these make it easier to imagine the scalability of AR tech and infrastructure over VR.?
At least in the near future.?
It’s clear VR still has hurdles to overcome. Privacy and security concerns from parents, combined with lack of interest from younger consumers will continue to hold mass adaption back. AR may act as a kind of testing ground in the interim. Enjoying lower hardware costs and growing interest from retailers, it can serve as a glide path to eventual widespread acceptance of VR.
For now, we would do well to recall how innovative products like electric cars took years to catch on. Hybrid cars first offered drivers a taste of the future before a full societal commitment to electric existed. In the same way, AR could be a middle ground, opening hearts and minds to VR’s possibilities.
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Keep up the great work Sameer Ahuja and have an amazing remainder of the week
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