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by dmix 1253 days ago
Yet VR is extremely fun and provides a set of experiences unmatched by traditional gaming. Especially for the Wii/casual crowd. Much like TikTok-hate on HN, it's probably another example of adult nerds who fail to grasp the value in early-adopter zoomer heavy tech (even though adult nerds have plenty to love if they actually spent time investing into trying it, just like TikTok).

> It's not something you can do with kids around

Whenever I played multiplayer Quest 2 games 99% of the voices were kids/young teenagers. Apparently it doesn't need parents to care, the kids in up their bedrooms is good enough.

If anything the problem is that good VR isn't cheaper than it already is, to hit the market for parents to buy it for their kids. The current selection of games on Oculus store is basically glorified Android games. But PC/Steam VR games I've tried like Half Life Alyx were mind-blowing.

Maybe when $2000+ PC VR setups finally mainstreams adult nerds will care. I highly doubt that's reliant on AR.

1 comments

Being a kid and having to take care of a kid are fundamentally so opposite of things that I can't believe you are confusing the two of them.
What's your point? That parents won't want to buy VR for their kids because they want to protect them a different video game interface that will ignore their surroundings slightly more than what they were doing before? If that's what you're saying it only shows you're someone who hasn't actually used VR much.

Anyone who has used VR knows it isn't even a permanent replacement for hardcore day-to-day gaming. That's why I used the Wii/Casual analogy. It's amazing for small spurts of lightweight gaming. Which just happens to be very attractive to kids/young teens (and yes non-gamer adults) who aren't hardcore gamers (Nintendo/mobile shows this is a massive market).

Do you understand the point the parent was making? The children's market is not what VR developers are going for. For one: COPPA kinda makes monetizing VR spaces not possible; two: some parents might let their kids have one, but right on the device it says not to let kids under 12 use it, so I doubt most will. Mainstream consumer adoption is not squeaky voiced pre-teens.
Right, so you are saying you've never actually used VR for an extended period of time.

Spend 15min on any popular VR multiplayer game and tell me kids under 12 aren't using it en-masse.

Do you not understand arguments or do you just ignore points you don't like? I am not contending that children don't use it. I am contending that children using it to any extent is not desired by the manufacturers nor does it count as mainstream consumer adoption. Please don't respond again about how kids use it.
So your argument is parental pearl-clutching will kill VR, despite that fueling the early market, because manufacturers don't want kids using it in the first place? Even though the wide adoption among young early-adopters is fueling its initial growth and the potential for tech/price to penetrate beyond niche casual/kid gaming to mainstream markets remains?

I recommend you read https://en.wikipedia.org/wiki/Crossing_the_Chasm the first early adopter market isn't the only thing that matters to a new technology but it's essential for survival.

> The children's market is not what VR developers are going for.

I think VR developers would be happy to have children's market as big as Nintendo's