Earlier in the week I tweeted this:
“Genuine question: for what reason might an ordinary/modern household want a #VR headset? Assuming they don’t play video games or similar…?”
Now, I don’t have a very large band of followers (I’ve only recently started using Twitter with any purpose), but nevertheless I was shocked that the tweet was met with a stony silence (bar one “like”!). Even when I retweeted with a spectrum of related hashtags, I got nothing…
Perhaps it’s just that the limited number of bots that constitute my twitter following don’t have much to say on the matter, but I can’t help thinking that this isn’t the easiest question to answer. Virtual Reality still hasn’t taken off, and I’m reluctant to agree with “experts” and Zuckerberg on the sticking points: price and portability.
Though I agree that the price can be extortionate when the headset is coupled with appropriate hardware, it is still the case that lots of things are expensive. If the rise of technology – and indeed, consumerism – has shown us anything, it’s that people will pay top dollar for desirable items, no matter how frivolous.
It’s a similar story when it comes to portability. VR sets certainly look cumbersome, and somewhat 80s, but without being a VR expert I feel sure that this becomes trivial if the experience is suitably immersive and fascinating. I must admit, I’m also slightly confused as to why I might need to transport it with enough regularity that portability becomes an issue. The idea of taking something with me which, for it’s very purpose, is designed to carry me off elsewhere is quite a strange one.
A Gartner expert has thrown in the suggestion that wiring might putting potential buyers off, saying: “I can only imagine what that would be like for my retired parents. Someone is going to break a hip for sure.”
What a strange image. Retired parents? What would they be doing on their VR machine? This is the question to which I cannot find the answer…
These thoughts had been percolating for a little while when, on a recent flight from Boston to SF, I came across this video from LinkedIn Learning named “Virtual Reality Foundations”. It was the single most boring video I have ever watched, narrated by a man who can neither move his facial muscles nor shift his vocal tone, but I persevered (through most of it…) in order to see what wondrous potential uses I had overlooked.
I was largely underwhelmed. Though the technology is undoubtedly impressive, the arguments for its incorporation into various business practices felt weak. It’s as though the focus has been squarely on its creation, rather than its use. The most convincing application I’ve heard about is its use in medical care, which is excellent but isn’t likely to spike mass market sales.
We’re told the future will be full of VR, but it has already been noted that AR is snapping at its heels. It’s not difficult to see why. AR games like Pokémon GO and applications like Blippar can be social, interactive…collaborative even. However, when I stick a VR kit over most of my critical senses, I am cut off from anything other than virtual reality. VR is socially isolating.
Therefore, I continue to push the question: “why would I want a VR headset?”, and I’m actually asking for more than the selling points of a product. Even if VR was somewhat helpful with my work as a journalist, or a marked improvement on my experiences as a gamer, is this worth the solitude it imposes? And for that matter, the vulnerability that comes hand-in-hand with being cut-off from the real world?
We are – perhaps laudably, perhaps accidentally – resisting totally immersive experiences at the moment. We are refusing to walk into entire worlds constructed by engineers working for Google or Facebook. This must be causing much frustration in their respective camps…
Though the internet is – as we can all vouch – an extremely beguiling arena, it’s 2-dimensionality at least allows us to keep our toes anchored in the sobering waters of real reality. This means that companies whose models are built on advertising (like Facebook) have to compete with our surroundings and their distractions. If they can coax us into a world which cuts away other sensory disturbances – as with virtual reality – then presumably their adverts and product sales will have to compete less, and will win our wallets over more often.
It will be interesting to see if we, as a society, relent in the way tech companies hope. It is difficult to envisage it happening in the near future. Why do I need a VR headset? What for? Until the answer to that question is tantalizing enough to eclipse the isolation and vulnerability aspects of VR, we will (hopefully) remain in the real world, with all it’s helpful perspective.