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by andybak
2649 days ago
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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. |
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