The Virtual Reality (VR) environment allows the user to enter a simulation and have an immersive experience. This technology is still new and it represents a big opportunity for filmmakers to stand out of the crowd and create original content. Statistics provided by the company Meta show that they have sold their Oculus VR 2 Headset to about 15 million people. Additional statistics provided by eMarketer in 2020 show that only in the US, the nuber of VR users was 57.4 million, while the number of AR users was 90.9 illion. Their numbers is growing each year and is expected to be much bigger in the present day.
What are virtual reality's top adoption barriers?
A market study has analized the major barriers in the VR technology adoption in the past year. According to this study, 26% responders complained that they had a poor experience in the VR that was caused by bulky hardware or technical bugs. However, this barrier won't stand up for long because the technology is getting better and better and these glitches usually happen when you use improvised VR hardware such as a cardboard and your smartphone.
The next barrier that stands in the way of VR adoption represents a big opportunity for filmmakers: 24% of responders complained that there is a lack of quality content available for VR. In other words, people would love to watch video content in VR if it were available to them. This means that if you decide to focus on creating films for VR, you would address a niche of at leaast 57.4 million users in the US alone, not to mention the global user base.
Only 10% of responders complained about the cost to consumers. Therefore, the price tag barrier is much lower than expected and the VR technology is more accessible to consumers than it was previously thought.
Probably the biggest barrier is that not many people know what VR is and why they should purchase a VR headset. Also there is not much content for VR as well so they are not motivated to research it.