Albuquerque Journal

Tech world leaping into virtual reality

Gamers an obvious market, but who else?

- BY ANICK JESDANUN

NEW YORK — With the launch of Samsung’s Gear VR headset a few weeks ago, virtual reality for the masses is finally a thing. Now comes the next big challenge: Who, exactly, will care?

If you’re a gamer, the appeal of immersing yourself in a virtual world might be obvious. Strap on a headset and you could find yourself in a threedimen­sional death match with opponents who could — almost literally — creep up right behind you. Early trends look promising: The $100 Gear VR briefly sold out at many retailers. Research firm Trend Force projects sales of 14 million VR devices in 2016, mostly for gaming.

The rest of us, though, still need convincing. Sure, the idea of watching a basketball game from courtside seats — without leaving your living room — sounds pretty cool. But you’re not going to be doing that any time soon, as there’s precious little so far in the way of major sports available in VR. And while bungee jumping off a virtual dam could be a striking experience, it’s also the sort of thing you might try a few times, then set aside as you look for something else to do.

The tech world has been down a similar path before. Just a few years ago, store shelves were lined with 3-D TVs capable of projecting stereoscop­ic images into your living room — and on those shelves the sets stayed. Among the reasons: You had to wear uncomforta­ble glasses, and the experience made some people dizzy. Perhaps most important, there just wasn’t much in the way of good stuff to watch.

Sound at all familiar? Virtual reality requires people to wear large headsets that block out the real world, and immersive video has made some viewers nauseous (although its purveyors claim to have fixed that). It’s not exactly a friendsand-family experience, either. If you chafe when your companions are glued to their phones at dinner, you’ll want to watch your blood pressure when they start wearing VR headsets in the living room.

Another hurdle: VR’s initial apps are heavily weighted toward games. Sure, one immersive video puts you on stage with Cirque du Soleil performers as they reach for dazzling heights; another lands you on the set of the horror satire “Scream Queens.” But while they’re fun to watch, many clips come off more as demos or promos than compelling entertainm­ent in their own right.

Jason Tsai, Trend Force’s wearable devices analyst, said companies are reluctant to invest in non-gaming VR media until they’re sure there’s a real market for it.

 ?? THE ASSOCIATED PRESS ?? A man tests a Sony Project Morpheus Virtual Reality device after a press conference at the company’s stand at the IFA 2015 tech fair in Berlin, Germany.
THE ASSOCIATED PRESS A man tests a Sony Project Morpheus Virtual Reality device after a press conference at the company’s stand at the IFA 2015 tech fair in Berlin, Germany.

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