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1
2
Crossroads
4
As Virtual Reality approaches this
crossroad, YouGov wants to briefly
examine the landscape, highlight
major issues for the technology
from a consumer perspective, but
then focus on potential solutions
YouGov has fielded 4 waves of our
Virtual Reality Tracking Study,
surveying 3,000 consumers each
quarter.
Their answers to our questions
have informed this presentation.
YouGov looks at Virtual Reality
Virtual Reality faces a very real risk
of being left behind by advances in
Augmented and Merged Reality.
Many companies operating in the
Virtual Reality may be well-
prepared for AR and MR and some
may welcome it.
Others, however, will not.
We will try to offer concrete
possibilities to improve the market
environment for virtual reality
Our panel will dissect our ideas
and come up with some of their
own
YouGov is making a concerted
effort to follow the current wave
of technological innovation,
including VR, IoT, wearables and
more. This study is part of this
effort. We use these technologies.
We’re crazy interested in them. It
only makes sense that we report
on them.
5
Virtual Reality: Penetration Trails Other Types of Mobile Tech…
16.7MILLION
VIRTUAL REALITY OWNERS
AMONG AMERICANS AGE 18+
79%
50%
11%
7%
Virtual Reality
Tablet
Percentage of
Americans That
Own and Use a… Wearable Tech
Mobile Phone,
Smartphone
6
45%
0%
42%
11%
0%
7%
Tablets (from 2010) Cell Phone (from 2009) Wearables (1985) Virtual Reality
Tablets
(from 2010)
Wearables
(from 2009)
Cell phone
(from 1985)
Virtual
Reality
(from 2013)
…And After a Quick Start, Growth Has Stalled
Cell phone data from CTIA, tablet data from Pew Research
 Which adoption curve will be adopted
is of course of interest to
manufacturers
 That said, penetration has clearly
plateaued in recent months for VR
% Adoption
Among US Adults
By years after introduction
8/5/2017
7
People are getting terrible first
impressions of VR due to inferior
hardware (and applications…)
But console and PC gaming didn’t
die because of low quality games
back in the 80s
The three key barriers holding VR back:
• Cost: A high end consumer VR kit can cost more than
$1,000
• Content: Developers won’t commit to high end
applications with such a small user base—consumers see
no need to purchase VR until there are high-end
applications
• Interface: Haptic interfaces are laggy, clunky and thin on
the ground
“
“
Constraints to growth in VR have not been addressed
How to Spend $1,000 Without Even Trying
M o b i l e p h o n e
g o g g l e s
Te t h e r e d
h e a d s e t
H a n d
c o n t r o l l e r s
S p e c i a l l y
c o n f i g u r e d
c o m p u t e r
S p e c i a l l y
c o n f i g u r e d
p r o c e s s o r
H i g h E n d D i s c r e t e
G r a p h i c s C a r d
V R G a m e C o n s o l e
Pieces
of the
Puzzle
9
56%
23%
17%
20%
16%
13% 13%
10%
51%
19%
16% 16% 15%
10% 11%
8%
50%
19%
16%
18%
14%
12%
9%
7%
55%
21%
17% 16%
14%
11% 11%
9%
Too expensive Leads to isolation Motion
sickness/Fatigue
Not enough good
games
Effects not realistic Too complicated Expect delays and
glitches
Ethical concerns
Wave 1 Wave 2 Wave 3 Wave 4
Cost Counts
Cost is still perceived as the biggest barrier to adoption of VR—and by a large
margin
Other concerns taken alone would not be troubling—but together they present a
significant obstacle—to date, YouGov has not seen a concerted effort to address
any, let alone all of them
Perceptions4: Which of the following are barriers that might reduce your interest in virtual reality or prevent you from purchasing/using virtual reality products?
Wave 1 (n=2741); Wave 2 (n=2942); Wave 3 (n=3032); Wave 4 (n=3122)
10
37%
9%
5% 4% 3% 3%
18%
21%
35%
7%
3% 4% 3% 3%
16%
29%
32%
7%
4% 3% 3% 4%
9%
30%
36%
7%
5% 4% 3% 3%
0%
24%
Gaming Adult entertainment Training / simulations Films / TV shows Social media Health / fitness Other Don't know
Wave 1 Wave 2 Wave 3 Wave 4
Perceptions1: Thinking of the overall prospects of virtual reality, which specific category of virtual reality applications do you think will see the largest
growth in the next 3 years?
Wave 1 (n=2741); Wave 2 (n=2942); Wave 3 (n=3032); Wave 4 (n=3122)
Respondents continue to hold strong to the belief that Gaming will be the
future of growth in VR applications
 Little movement is seen among the competitive set
Content 1: Respondents Think Virtual Reality’s Future is Gaming
11
While games are the most popular application that owners are interested in, penetration
stays relatively low
Content 2:
25%
42%
22%
8%
3%
23%
45%
23%
5% 4%
None 1 to 3 4 to 6 7 to 10 More than 10
Games Non-game apps
W2_2. How many virtual reality games do you own?
W2_3. How many non-gaming virtual reality applications do you own?
Base (n=246)
 A quarter of owners do not own any games
 Around two-thirds own 3 or less applications
Gathering Dust
In A Closet?
12
We asked almost owners of Virtual Reality
equipment how often they use it.
we were surprised.
Use their rig at least
once a week or more36%
35%
Use daily27%
Use their rig at once a
month or less
The Industry View:
We’re Stuck
In The Middle
13
Consumer
Why would I spend more
than a grand for VR
equipment when there are
no compelling
applications?
Application
Developer
Why would I spend tens of
millions developing high end
applications for such a small
user base?
“
“
14
Is There A Content Crisis—or at least an issue?
1.
Again, do these
numbers feel
right to you? Does
your own
research reflect
this or conflict
with it?
2.
Will the first major
content success be a
VR original or
migrate from
another tech
platform?
3.
To what extent is
this a repeat of the
PC gaming industry
back in the 80s? If it
is, would that be
good news or bad
for the VR sector?
For the panel:
15
Interface—58% say they need a haptic upgrade
24% 19% 15%
VR Owners say they need
hand controllers or other
devices to make their VR
environment better
Say they need wands,
sword or sabers
Say they need mats or devices
to mark out a VR stage or
play area.
16
Are We Being Too Tough On Haptics?
1.
What are the
most exciting
developments
you see in terms
of controllers,
wands, devices,
etc?
2.
How tough is it for
interface
manufacturers to
deal with a basically
unformed and
heterogeneous
environment?
3.
What level of
support is available
for haptics builders
from the major
hardware
manufacturers and
application
developers?
For the panel:
17
Why don’t they try…?
Sometimes proposed solutions from outside an industry community
can be laughably naïve, ill-informed or just downright stupid
Very occasionally, it takes an outsider to point out the obvious
18
Both Wearables and Virtual
Reality are seeing sales stall...
or even decline in some
cases. What to do?
Solution 1—Haptics: Borrow From Wearables
The tools VR provides for interacting with the virtual
environment are improving, but are not yet best of
breed—and Wearables could actually be part of the
solution to one of Virtual Reality's problems.
$
The Fitness Wearables that have gotten so much media attention are just one class of
Wearable Technology. There are also jewelry and accessories that are 'Smart.' There is Smart
fashionable clothing out there. There are also some very effective industrial uses of
wearable technology
Wearables could be configured to interact with Virtual Reality,
showing grip, direction, movement—masks under VR
headgear could show emotion and track speech. This stuff is
not new.
19
Solution 2: Different Apps For Different Audiences
Perhaps it’s time to target niche audiences—captive audiences, as it were
VR is as much about
what it excludes as what
it shows. It excludes the
outside world. There are
large audiences who are
happy to shut the world
out…
Students, patients, gym rats and even those
incarcerated may need and want the
cocooned environment found in VR
These applications can be developed at a far
lower cost than Triple A game titles, and
marketing to specific audiences (that often
have one purchasing agent in front of them)
is a lot easier than stacking titles in Walmart
Education’s (limited) success
with VR shows that institutional
buyers can drive both hardware
sales and application
development
20
Solution 3: Different Stages Can Set The… umm… Stage
Consumers may not be willing to buy a lot of VR right now… but there’s every indication
that they’re happy to rent it. Kinda unfair to talk about this as a ‘potential’ solution as so
much is being done with it now.
Location-based applications
can be VR’s foot in the door
Proof of concept can be
found in a variety of places
Habituating consumers to a
technology has worked
before
You can walk through hotel rooms, your next
home or apartment, a cruise ship or car
Laser tag, movies and roller coasters are
providing location-based entertainment
around the world
Telling the story of a museum or
other location doesn’t have to
be a plaque on a wall
21
What is the optimal path for growth for VR?
1.
How important is
location based VR
as the consumer
market develops
– and where are
the main
opportunities in
this area now?
2.
The general thinking
is that the
enterprise market
for VR and
immersive tech is
already showing
good signs of
growth. Do you
agree?
3.
What level of
support is available
for haptics builders
from the major
hardware
manufacturers and
application
developers?
For the panel:
22
The Never-Ending Story… Ended. But it didn’t have to. Because people
are willing to engage in a narrative more or less forever.
Solution 4: Attention Surplus, Not Deficit
Games regularly
update, add levels and
new versions
Movies have increased
in average length by 5
minutes every decade
since 1940
The average length of
popular books has grown
from 320 pages to 407 over
the past 20 years. Every
book in the Game of
Thrones series was longer
than 650 pages.
Binge watching is
already a cliché
23
Life-Long Stories With Limited Interaction For Segmented Audiences
Narratives with forked
alternative story paths
and automatic
bookmarking for session
end—slow developing,
never-ending—pace like
Downton Abbey for
some, Game of Thrones
for others
Developed for niche
audiences in
prisons, schools,
hospitals and
retirement homes
Audience actions
adapted to existing
haptic interfaces—Bot
Avatars can control the
narrative and the pace
Watch for the winners
and develop them into
your next Triple A title
24
Solutions from inside the sector?
1.
What parts of the
Virtual Reality
experience is your
organization
trying to improve?
2.
Who do you work
with to make sure
potential
solutions play well
with others?
3.
Will Apple or
other major tech
players enter or
bypass the VR
market and what
effect will they
have?
4.
What are the
questions you
think we should
have asked while
we had a panel of
industry experts
available?
For the panel:
25
Thank you!
Tom Fuller, tom.fuller@yougov.com
26

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Webinar: Driving Consumer Adoption in VR

  • 1. 1
  • 2. 2
  • 4. 4 As Virtual Reality approaches this crossroad, YouGov wants to briefly examine the landscape, highlight major issues for the technology from a consumer perspective, but then focus on potential solutions YouGov has fielded 4 waves of our Virtual Reality Tracking Study, surveying 3,000 consumers each quarter. Their answers to our questions have informed this presentation. YouGov looks at Virtual Reality Virtual Reality faces a very real risk of being left behind by advances in Augmented and Merged Reality. Many companies operating in the Virtual Reality may be well- prepared for AR and MR and some may welcome it. Others, however, will not. We will try to offer concrete possibilities to improve the market environment for virtual reality Our panel will dissect our ideas and come up with some of their own YouGov is making a concerted effort to follow the current wave of technological innovation, including VR, IoT, wearables and more. This study is part of this effort. We use these technologies. We’re crazy interested in them. It only makes sense that we report on them.
  • 5. 5 Virtual Reality: Penetration Trails Other Types of Mobile Tech… 16.7MILLION VIRTUAL REALITY OWNERS AMONG AMERICANS AGE 18+ 79% 50% 11% 7% Virtual Reality Tablet Percentage of Americans That Own and Use a… Wearable Tech Mobile Phone, Smartphone
  • 6. 6 45% 0% 42% 11% 0% 7% Tablets (from 2010) Cell Phone (from 2009) Wearables (1985) Virtual Reality Tablets (from 2010) Wearables (from 2009) Cell phone (from 1985) Virtual Reality (from 2013) …And After a Quick Start, Growth Has Stalled Cell phone data from CTIA, tablet data from Pew Research  Which adoption curve will be adopted is of course of interest to manufacturers  That said, penetration has clearly plateaued in recent months for VR % Adoption Among US Adults By years after introduction 8/5/2017
  • 7. 7 People are getting terrible first impressions of VR due to inferior hardware (and applications…) But console and PC gaming didn’t die because of low quality games back in the 80s The three key barriers holding VR back: • Cost: A high end consumer VR kit can cost more than $1,000 • Content: Developers won’t commit to high end applications with such a small user base—consumers see no need to purchase VR until there are high-end applications • Interface: Haptic interfaces are laggy, clunky and thin on the ground “ “ Constraints to growth in VR have not been addressed
  • 8. How to Spend $1,000 Without Even Trying M o b i l e p h o n e g o g g l e s Te t h e r e d h e a d s e t H a n d c o n t r o l l e r s S p e c i a l l y c o n f i g u r e d c o m p u t e r S p e c i a l l y c o n f i g u r e d p r o c e s s o r H i g h E n d D i s c r e t e G r a p h i c s C a r d V R G a m e C o n s o l e Pieces of the Puzzle
  • 9. 9 56% 23% 17% 20% 16% 13% 13% 10% 51% 19% 16% 16% 15% 10% 11% 8% 50% 19% 16% 18% 14% 12% 9% 7% 55% 21% 17% 16% 14% 11% 11% 9% Too expensive Leads to isolation Motion sickness/Fatigue Not enough good games Effects not realistic Too complicated Expect delays and glitches Ethical concerns Wave 1 Wave 2 Wave 3 Wave 4 Cost Counts Cost is still perceived as the biggest barrier to adoption of VR—and by a large margin Other concerns taken alone would not be troubling—but together they present a significant obstacle—to date, YouGov has not seen a concerted effort to address any, let alone all of them Perceptions4: Which of the following are barriers that might reduce your interest in virtual reality or prevent you from purchasing/using virtual reality products? Wave 1 (n=2741); Wave 2 (n=2942); Wave 3 (n=3032); Wave 4 (n=3122)
  • 10. 10 37% 9% 5% 4% 3% 3% 18% 21% 35% 7% 3% 4% 3% 3% 16% 29% 32% 7% 4% 3% 3% 4% 9% 30% 36% 7% 5% 4% 3% 3% 0% 24% Gaming Adult entertainment Training / simulations Films / TV shows Social media Health / fitness Other Don't know Wave 1 Wave 2 Wave 3 Wave 4 Perceptions1: Thinking of the overall prospects of virtual reality, which specific category of virtual reality applications do you think will see the largest growth in the next 3 years? Wave 1 (n=2741); Wave 2 (n=2942); Wave 3 (n=3032); Wave 4 (n=3122) Respondents continue to hold strong to the belief that Gaming will be the future of growth in VR applications  Little movement is seen among the competitive set Content 1: Respondents Think Virtual Reality’s Future is Gaming
  • 11. 11 While games are the most popular application that owners are interested in, penetration stays relatively low Content 2: 25% 42% 22% 8% 3% 23% 45% 23% 5% 4% None 1 to 3 4 to 6 7 to 10 More than 10 Games Non-game apps W2_2. How many virtual reality games do you own? W2_3. How many non-gaming virtual reality applications do you own? Base (n=246)  A quarter of owners do not own any games  Around two-thirds own 3 or less applications
  • 12. Gathering Dust In A Closet? 12 We asked almost owners of Virtual Reality equipment how often they use it. we were surprised. Use their rig at least once a week or more36% 35% Use daily27% Use their rig at once a month or less
  • 13. The Industry View: We’re Stuck In The Middle 13 Consumer Why would I spend more than a grand for VR equipment when there are no compelling applications? Application Developer Why would I spend tens of millions developing high end applications for such a small user base? “ “
  • 14. 14 Is There A Content Crisis—or at least an issue? 1. Again, do these numbers feel right to you? Does your own research reflect this or conflict with it? 2. Will the first major content success be a VR original or migrate from another tech platform? 3. To what extent is this a repeat of the PC gaming industry back in the 80s? If it is, would that be good news or bad for the VR sector? For the panel:
  • 15. 15 Interface—58% say they need a haptic upgrade 24% 19% 15% VR Owners say they need hand controllers or other devices to make their VR environment better Say they need wands, sword or sabers Say they need mats or devices to mark out a VR stage or play area.
  • 16. 16 Are We Being Too Tough On Haptics? 1. What are the most exciting developments you see in terms of controllers, wands, devices, etc? 2. How tough is it for interface manufacturers to deal with a basically unformed and heterogeneous environment? 3. What level of support is available for haptics builders from the major hardware manufacturers and application developers? For the panel:
  • 17. 17 Why don’t they try…? Sometimes proposed solutions from outside an industry community can be laughably naïve, ill-informed or just downright stupid Very occasionally, it takes an outsider to point out the obvious
  • 18. 18 Both Wearables and Virtual Reality are seeing sales stall... or even decline in some cases. What to do? Solution 1—Haptics: Borrow From Wearables The tools VR provides for interacting with the virtual environment are improving, but are not yet best of breed—and Wearables could actually be part of the solution to one of Virtual Reality's problems. $ The Fitness Wearables that have gotten so much media attention are just one class of Wearable Technology. There are also jewelry and accessories that are 'Smart.' There is Smart fashionable clothing out there. There are also some very effective industrial uses of wearable technology Wearables could be configured to interact with Virtual Reality, showing grip, direction, movement—masks under VR headgear could show emotion and track speech. This stuff is not new.
  • 19. 19 Solution 2: Different Apps For Different Audiences Perhaps it’s time to target niche audiences—captive audiences, as it were VR is as much about what it excludes as what it shows. It excludes the outside world. There are large audiences who are happy to shut the world out… Students, patients, gym rats and even those incarcerated may need and want the cocooned environment found in VR These applications can be developed at a far lower cost than Triple A game titles, and marketing to specific audiences (that often have one purchasing agent in front of them) is a lot easier than stacking titles in Walmart Education’s (limited) success with VR shows that institutional buyers can drive both hardware sales and application development
  • 20. 20 Solution 3: Different Stages Can Set The… umm… Stage Consumers may not be willing to buy a lot of VR right now… but there’s every indication that they’re happy to rent it. Kinda unfair to talk about this as a ‘potential’ solution as so much is being done with it now. Location-based applications can be VR’s foot in the door Proof of concept can be found in a variety of places Habituating consumers to a technology has worked before You can walk through hotel rooms, your next home or apartment, a cruise ship or car Laser tag, movies and roller coasters are providing location-based entertainment around the world Telling the story of a museum or other location doesn’t have to be a plaque on a wall
  • 21. 21 What is the optimal path for growth for VR? 1. How important is location based VR as the consumer market develops – and where are the main opportunities in this area now? 2. The general thinking is that the enterprise market for VR and immersive tech is already showing good signs of growth. Do you agree? 3. What level of support is available for haptics builders from the major hardware manufacturers and application developers? For the panel:
  • 22. 22 The Never-Ending Story… Ended. But it didn’t have to. Because people are willing to engage in a narrative more or less forever. Solution 4: Attention Surplus, Not Deficit Games regularly update, add levels and new versions Movies have increased in average length by 5 minutes every decade since 1940 The average length of popular books has grown from 320 pages to 407 over the past 20 years. Every book in the Game of Thrones series was longer than 650 pages. Binge watching is already a cliché
  • 23. 23 Life-Long Stories With Limited Interaction For Segmented Audiences Narratives with forked alternative story paths and automatic bookmarking for session end—slow developing, never-ending—pace like Downton Abbey for some, Game of Thrones for others Developed for niche audiences in prisons, schools, hospitals and retirement homes Audience actions adapted to existing haptic interfaces—Bot Avatars can control the narrative and the pace Watch for the winners and develop them into your next Triple A title
  • 24. 24 Solutions from inside the sector? 1. What parts of the Virtual Reality experience is your organization trying to improve? 2. Who do you work with to make sure potential solutions play well with others? 3. Will Apple or other major tech players enter or bypass the VR market and what effect will they have? 4. What are the questions you think we should have asked while we had a panel of industry experts available? For the panel:
  • 25. 25 Thank you! Tom Fuller, tom.fuller@yougov.com
  • 26. 26