Another Small Leap for VR

Alice Bonasio
Tech Trends
Published in
5 min readNov 12, 2019

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Is Virtual Reality’s “realness” part of what’s holding it back?

By Stephen Gibson, Marketing Manager at RainSoft Games

With its promise to improve everything from entertainment to education, healthcare, and training, VR has long been touted as the next big thing in tech. These innovations have been developed by enterprising companies both large and small. But many end up scaling back as consumers just don’t gravitate toward VR the way they do other cutting edge products. Sure VR does exactly the thing it sets out to do. You put your VR goggles on, and your senses are immediately immersed in a different, alternate world. The trouble with VR is once the goggles come off, many people aren’t quick to put them back on again.

Why this is could be a variety of reasons. Some report that it’s “too immersive.” Perhaps what people want is a little more “Virtual” and a little less “Reality.” When you’re playing a first-person game on a regular 2D screen and get shot, it can be a bit unsettling. When the same happens in Virtual Reality, it can be out and out jarring. Some call it the need to develop “VR Legs,” but the truth remains that VR can induce a sense of motion sickness. While most…

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Alice Bonasio
Tech Trends

Technology writer for FastCo, Quartz, The Next Web, Ars Technica, Wired + more. Consultant specializing in VR #MixedReality and Strategic Communications