Lack of compelling content is VR's number one obstacle, says survey
POSTED 18 Sep 2016 . BY Tom Anstey
The survey results suggest that respondents believe that a lack of compelling content is the biggest obstacle to mass adoption of AR and VR technology Credit: Shutterstock.com
A new study has suggested that the number one obstacle for virtual reality right now is a lack of compelling content.
The survey – a joint study by Upload and Perkins Coie – surveyed 650 AR/VR startup founders, executives with established technology companies and investors.
The survey results suggest that respondents believe that a lack of compelling content is the biggest obstacle to mass adoption of AR and VR technology, while cost was also identified as an issue.
Of those surveyed, 37 per cent said that an inadequate content offering is the biggest challenge to face to the emerging industry, while reluctance to embrace AR/VR innovation in the mainstream was second with 23 per cent and technological limitations was third with 20 per cent.
Research by Goldman Sachs suggests that US$3.5bn (€3.1bn, £2.7bn) has been invested into AR and VR in 2014 and 2015, with AR/VR startups experiencing 347 per cent increase in funding in the first quarter of 2016 compared with the final three months of 2015.
Investment into AR/VR remains relatively small on the whole, with 88 per cent of investors granting funding anywhere between US$0 (€0, £0) and US$5m (€4.5m, £3.8m) over the past year. Investors however have suggested increased interest in the market, with 22 per cent saying they expect to invest somewhere between US$6m (€5.4m, £4.6m) and US$10m (€8.9m, £7.6m) in the next year – a range selected by no respondents in the previous 12 months.
The study also revealed that investors are planning to make most investment into content over the course of the next 12 months, and that the vast majority of respondents (89 per cent) agreed with the statement, “In the next two years, VR and smartphone manufacturers will place a focus on developing mobile VR solutions.”
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Lack of compelling content is VR's number one obstacle, says survey
POSTED 18 Sep 2016 . BY Tom Anstey
The survey results suggest that respondents believe that a lack of compelling content is the biggest obstacle to mass adoption of AR and VR technology Credit: Shutterstock.com
A new study has suggested that the number one obstacle for virtual reality right now is a lack of compelling content.
The survey – a joint study by Upload and Perkins Coie – surveyed 650 AR/VR startup founders, executives with established technology companies and investors.
The survey results suggest that respondents believe that a lack of compelling content is the biggest obstacle to mass adoption of AR and VR technology, while cost was also identified as an issue.
Of those surveyed, 37 per cent said that an inadequate content offering is the biggest challenge to face to the emerging industry, while reluctance to embrace AR/VR innovation in the mainstream was second with 23 per cent and technological limitations was third with 20 per cent.
Research by Goldman Sachs suggests that US$3.5bn (€3.1bn, £2.7bn) has been invested into AR and VR in 2014 and 2015, with AR/VR startups experiencing 347 per cent increase in funding in the first quarter of 2016 compared with the final three months of 2015.
Investment into AR/VR remains relatively small on the whole, with 88 per cent of investors granting funding anywhere between US$0 (€0, £0) and US$5m (€4.5m, £3.8m) over the past year. Investors however have suggested increased interest in the market, with 22 per cent saying they expect to invest somewhere between US$6m (€5.4m, £4.6m) and US$10m (€8.9m, £7.6m) in the next year – a range selected by no respondents in the previous 12 months.
The study also revealed that investors are planning to make most investment into content over the course of the next 12 months, and that the vast majority of respondents (89 per cent) agreed with the statement, “In the next two years, VR and smartphone manufacturers will place a focus on developing mobile VR solutions.”
Exoskeleton could change VR game with haptic feedback to simulate touch POSTED 05 Sep 2016. BY Tom Anstey Chinese technology company Dexta Robotics has unveiled a new product that promises to
revolutionise virtual reality – a wearable exoskeleton hand making it possible for users to
physically touch things in a digital world.
Universal Orlando reveals VR experience for Halloween Horror Nights POSTED 15 Aug 2016. BY Tom Anstey Universal Orlando is for the first time introducing a virtual reality component to its
Halloween Horror Nights event, with a new interactive experience combining VR and real-
life actors.
Movie Park Germany has opened a new Paramount Pictures-themed attraction as part of its 30th
anniversary celebrations, using immersive storytelling and adaptive reuse to reinforce the park’s
longstanding “Hollywood in Germany” positioning.
Therme Manchester’s 28-acre development, which will include interconnected glass pavilions
that measure 65,000sq m, will be the largest bathing and wellbeing attraction in the world once
complete, according to prof David Russell, CEO of Therme UK.
Efteling has opened Hooghmoed, a new family drop tower designed to broaden the appeal of its
recently launched Sirene Island themed area and introduce younger visitors to thrill attractions.
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COMPANY PROFILES
Sally Corporation Our services include: Dark ride design & build; Redevelopment of existing attractions; High-quality [more...]
IDEATTACK IDEATTACK is a full-service planning and
design company with headquarters in
Los Angeles. [more...]
Simworx Ltd The company was initially established
in 1997. Terry Monkton and Andrew
Roberts are the key stakeh [more...]
instantprint We’re a Yorkshire-based online printer, founded
in 2009 by Adam Carnell and James Kinsella. [more...]
An opportunity to reimagine one of the UK’s most recognisable towers has been formally
opened by Rivington Hark, as St Johns Beacon invites operators and partners to shape its
next phase. [more...]