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by hawski 3610 days ago
I think that I partly agree with you on it. It is not hard to imagine two iPhones per person - private one and company one. And yet I doubt that more than one VR in household will be that common. Probably in case of smartphones cost hiding thanks to carrier plans helped in making it popular. Can similar mechanism work for VR? It is true that nowadays you can get additional things with your mobile plan - laptops and tablets for example. But in case of VR you have to consider also beefier machine. GearVR would probably have advantage in this case.

Then it is the issue of having something on your face and not being able to hop-in and hop-out of the experience in case of a second. It makes the experience deeper, but that means you need more time and people don't have time. Even if you play with someone on a console you can, in split second, see them smiling or see that you need to turn off cooker under rice. Never mind about actual appearance of having something on someones pretty face. VR devices are looking probably too Sci-Fi than somewhat elegant iPhone to appeal to public. Elegance appeal to rich people and what appeals to rich people appeals to everyone that would like to be rich. One thing that overcomes elegance is price and it does not apply to VR.

It is deeper experience so it may be closer to cinema than to TV. TV is certainly more popular. I hope that it will enable not only great gaming experiences, but also remarkable development (or professional) environments. Current gen VR is probably not yet there to be used in professional setting, but maybe subsidized by gaming - same as with GPUs - it will get there.