What is VR typically used with
Which is why I am fascinated by the failure of virtual reality
I am aware of all of this. And the potential gamer clientele too: the technology has been acquired by gamers so far dragging at best.
On the largest PC gaming platform Steam, only one percent of all users use VR glasses and only around four percent of all PS4 owners have bought a Playstation VR. Three years after its market launch, virtual reality for games is still deep in the niche.
The Oculus Quest (test) VR glasses, which are traded as a VR savior, as particularly user-friendly, should not change much for the time being. A market breakthrough with casual gamers like back then with Nintendo Wii nobody expects, despite a much bigger leap in terms of innovation and technology.
Oculus Quest is a revolutionary gaming product. But that doesn't seem to be enough for the majority of gamers. BILD: Facebook
Sci-Fi is becoming a reality
The teething troubles and barriers to success of VR did not become fully apparent until the hype ended. In retrospect, no one is surprised today that virtual reality did not go uphill in 2016 and the years that followed.
On the other hand, I am fascinated by that Resistance to success of virtual reality today. I am even more amazed than before that it has so few followers, despite all the technical hurdles that virtual reality still has to take beyond the nerf factor and social stigmatization.
How so? Because virtual reality cool, exciting and new is. Because virtual reality is the only technological product in recent years with a guaranteed brain-fuck factor. Because virtual reality gives me the cool feeling to live in the future.
I did not expect that this innovative strength would not even be rewarded by gamers. After all, wouldn't gamers be most likely to buy VR glasses because they care less about the nerf factor and social isolation? But far from it.
Games like Beat Saber are only possible in virtual reality. BILD: Facebook
I've made a mistake, one naive-romantic idea of gaming culture, to which I partly belong and into which I projected myself with my enthusiasm for technical innovations: I believed that players are fundamentally open to new things and welcome technical revolutions.
The simple disinterest or even open rejection on the part of the majority of gamers, as it is currently happening again in the context of the announcement of Half-Life: Alyx (all information), has finally destroyed this image.
The community of players, or at least their hard core, not always proven to be progressive: Just think of the sustained success of annual new editions of established game brands and the umpteenth infusions of the same game concepts.
Or the Gamergate controversy, which put the gaming community in the unsightly light of a social minority hostile to women and progress, which goes to the barricades as soon as prevailing conventions and one's own interpretive sovereignty and identity are questioned.
Half-Life: Alyx could take gaming to the next level. But how many players will participate in this revolution? BILD: Valve
A brutal competition
The initially great hype about virtual reality gave way to disillusionment three years ago and soon turned into the opposite. Today, virtual reality depends Loser image Gradually more and more prejudices and myths make it unnecessarily difficult for the medium to find support in gaming culture and elsewhere.
Meanwhile, the battle for attention rages on. Consoles, streaming services, social networks: they are all vying for our attention and they are all far better established than the niche technology virtual reality. She has a tough fight ahead of her: she has to assert herself against this competition and at the same time one new paradigm of media use establish.
As it looks today, it still does not have enough convincing arguments - despite all the technical innovations.
Cover picture: Sony
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