“Don’t ever say to someone that ‘oh, this definitely won’t make you sick,’” she said. “That invalidates their experience. It’s better to talk instead of a level of comfort."
Another key issue is getting people to pay for all of these new VR experiences. Many popular games monetize through in-game microtransactions, which typically block the player from continuing in a game unless they wait or pay money for the privilege of progressing. Schell argued that won’t work in VR, since the goal of the medium is to immerse the player in an environment.
Right now, one of the best possibilities for VR in the near term that Fung sees is the potential for mall operators to have a whole bunch of VR headsets on hand for bringing to people experiences built by brands for advertising their products. It’s a sentiment that was echoed by Schell, who expects that every U.S. state fair will feature a VR attraction in 2017.
With all of the uncertainty around key details of VR, it’s easy to think that the headsets will be a passing fad. But the speakers appeared confident of one thing: despite the failures of the past, VR will be here to stay this time. What remains to be seen is how long it will take to get to mass market adoption.
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