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by andybak 2649 days ago
Potentially the audience for VR could be bigger than the audience for consoles as it opens up entire categories of non-gaming applications. Experiential, narrative, educational, social etc.

I've had very positive responses to VR from people that have never had any interest in traditional gaming.

Of course - whether this interest could be translated to purchase is a different question. Ease of use and cost would help as would a wide and diverse library of mainstream content.

I think a good stepping stone would be pervasive VR in schools, libraries, galleries etc. to get people accustomed to the medium.

1 comments

Except for experiential, why aren't those categories already open on consoles?
Marketing?

Because consoles offer literally nothing over desktops for that, and schools, libraries, etc already have desktops?

true... what does VR offer in those categories over desktops?
Better IO?

There's almost certainly educational value in being able to view (and sometimes interact) with a 3d model of a cell/organ/body/physics simulation/3d chemical model/...

it's different... not sure it's better.