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Todd Suomela

Why Social VR Probably Won't Work the Way Social VR Developers Think - UploadVR - 0 views

  • Social VR arrives in the market at a time when broadband and mobile devices have totally remade our model of media consumption. Where it was once appointment-based, in which families and friends would regularly meet in person whenever their favorite TV show was on, we largely use DVRs and streaming services to time shift. Where content consumption was once built around passive, location-dependent contexts — think movie theaters, living room televisions — we now place-shift, carrying our content wherever our smartphones and tablets can accompany us. As this change took root, social media took the place of TV viewing parties. Instead of taking the time to watch our favorite show together with friends, we now share our viewing experience on Twitter, Facebook, and Snapchat. Combine these two trends — slow growth of VR, plus time/place-shifting of content consumption — and you can see that social VR as it is typically conceived confronts a near-insurmountable adoption hurdle. Facebook and other VR developers are asking consumers to invest a fair amount of money and quite a lot of time on a platform most of their friends still don’t use (since most of them don’t even own a virtual reality device) which also runs counter to every content consumption convenience they’ve enjoyed for the last 7-10 years.
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