Why virtual reality (VR) headsets failed to woo the masses

Having been around for nearly five years now, Virtual Reality (VR) headsets are yet to find adoption among the masses. You only find them tucked away in a corner at the neighbourhood mall where kids wearing head-mounted devices (HMDs) experience virtual games. Even those who bought VR headsets -- either as an independent unit or bundled with smartphones -- have dumped those at home. According to the International Data Corporation (IDC), the global Augmented Reality (AR) and VR headset market returned to growth after a full year of decline in the first quarter this year, as global shipments reached 1.3 million -- up 27.2% -- from the same quarter last year. VR headsets represented 96.6% of the combined AR/VR market during the quarter with strong volumes from top companies such as Sony, Facebook, HTC, Pico and 3Glasses. There is no doubt that enterprise AR is evolving quickly, especially in the fields of healthcare, education and at firms that aim to enhance customer experiences.

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