Magazine Home › Forums › Immersive Storytelling VR/AR › What are the VR adoption barriers and how they affect filmmakers?
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The Virtual Reality (VR) environment allows the user to enter a simulation and have an immersive experience. This technology is still new and it represents a big opportunity for filmmakers to stand out of the crowd and create original content. Statistics provided by the company Meta show that they have sold their Oculus VR 2 Headset to about 15 million people. Additional statistics provided by eMarketer in 2020 show that only in the US, the nuber of VR users was 57.4 million, while the number of AR users was 90.9 illion. Their numbers is growing each year and is expected to be much bigger in the present day.
What are virtual reality’s top adoption barriers?
A market study has analized the major barriers in the VR technology adoption in the past year. According to this study, 26% responders complained that they had a poor experience in the VR that was caused by bulky hardware or technical bugs. However, this barrier won’t stand up for long because the technology is getting better and better and these glitches usually happen when you use improvised VR hardware such as a cardboard and your smartphone.
The next barrier that stands in the way of VR adoption represents a big opportunity for filmmakers: 24% of responders complained that there is a lack of quality content available for VR. In other words, people would love to watch video content in VR if it were available to them. This means that if you decide to focus on creating films for VR, you would address a niche of at leaast 57.4 million users in the US alone, not to mention the global user base.
Only 10% of responders complained about the cost to consumers. Therefore, the price tag barrier is much lower than expected and the VR technology is more accessible to consumers than it was previously thought.
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Another barrier that is less discussed is the lack of marketing on the mainstream market. Most people have heard of VR but they have no idea what it does and why they should even try it. After I got my first VR headset, most of our guests would try it on only after I would explain to them how cool the experience is. They all loved it and wanted to purchase one but only after I did the explaining and insisted they should try it on. If the companies would do this to their customers, more people would adopt this technology.
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Like anything new, it takes time until everyone starts wanting it. YouTube already has a separate VR category and it is a good place to upload your VR movies. I wonder if other mainstream platforms will provide this, such as Netflix, Amazon or Disney +. If they will, it will be one step forward.
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And when everyone starts wanting it and creating content for it, the opportunity for students and indie filmmakers is kinda gone. The opportunity is now, when not everyone knows about it. It is easier to stand out when there are a few than stand out when there are many (with big budgets, too!)
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