philip lelyveld The world of entertainment technology

25Dec/16Off

The reality of VR/AR trial

8a82586a123a7429edd0ca2f65ddbedaAKQA founding chairman Tom Bedecarre gets right to the point. “New technology follows a familiar adoption curve, and it’s easier to attract your first customers, innovators and early adopters. It’s very hard to cross the chasm and attract the early majority and beyond.”

The challenge is particularly acute for VR/AR, where even 360-degree videos can’t completely translate the surprise and delight that users get from the best VR/AR apps. For the full experience you need to have it on your face. To paraphrase, “It’s the stereoscopic vision, stupid.”

So how are VR/AR companies getting mass consumers to try it beyond early adopters?

Free is a good price point

Location, Location, Location - give people hands-on experiences

Catch them all - Pokemon exposure of low end experience

Snap Spectacles - generate buzz

There are five critical success factors for consumer AR when it gets here: hero device (i.e. an Apple quality device, whether made by Apple or someone else), cellular connectivity, all-day battery life, app ecosystem (similar in quality to early mobile) and telco cross-subsidization. Telco data revenues and cross-subsidization will be key, so how will the telcos help consumer trial?

Verizon Ventures Director Ed Ruth believes telcos will have a meaningful role to play when AR is ready for consumers.

Content is King - get it in front of the early adopter

See the full story here: https://techcrunch.com/2016/12/24/the-reality-of-vrar-trial/?ncid=tcdaily

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