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Is VR Ever Going Mainstream?

Kari Fjeld
Figmenta Magazine
Published in
3 min readJul 10, 2017

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Why Storytelling is the Grand Obstacle for Making VR Mainstream

“Like 3D movies, regular people just aren’t that interested in VR.”
— Mashable.

Figmenta is an italian digital agency that likes to explore the features of VR!

Virtual reality is the perception of being physically present in a non-physical world. It’s created to make the experience of a game, movie or documentary immersive. VR has a huge potential of being a storytelling medium, but actual storytelling is what’s difficult with this technology. Creating a feeling of presence in VR is the first step. But interaction with characters is easier said than done. The sensation of existing in a place while following a story told by the narrator is tricky. How do you get the viewer to look at what the narrator wants you to look at, at the right time, in order to follow the story?

Kate Gardner talks about virtual reality storytelling in this TEDx talks. She describes several different techniques that are emerging, focusing on acclimating the viewer to the virtual world. Time-delayed action and acknowledgement where characters look directly at you are both techniques used for helping you follow the story without the narrator moving the view for you. In this way, you don’t miss out on important elements in the story, while you feel that you’re in control, and to a certain point you are. Henry the hedgehog created by Oculus Rift is an example she uses for describing a good storytelling in the use of VR.

Virtual reality isn’t only about the use of technology, but the way humans create and relate to stories.

For many, the main use of VR is gaming. Although gaming is widely developed for VR users, there is a broader spectrum.. In California, VR has in the recent years become a popular alternative to hypnosis and traditional therapy (nypost.com). Proven to cure clients with anxiety and phobia. But the biggest obstacle for reaching out to consumers and businesses is the price. The price of the VR headset is around 599$ and 799$. In advance, the computer has to be VR ready, which can make the total price more than 1,600$.

“Anything that leads to smaller VR headsets will probably help encourage people to buy them.” — Business Insider.

VR is a creative use of entertainment, education and satisfies the need to travel by virtually looking out on the view from Mount Everest or diving into the deep blue sea. There is unlimited possibilities of what to create in VR. But, when the price is as high as it is, the product hasn’t reached the early majority yet. Is the interactive storytelling what’s missing for the technology to go mainstream? VR content was found to evoke higher emotional engagement and longer engagement periods than traditional 2D (Virtualreality-news.net). So is it just the price that is the obstacle? Or are we waiting for VR to reach its highest potential when it comes to interaction?

Interested in how VR could add value to your company? Figmenta is an agency that likes to explore the features of VR! Contact us directly by clicking here

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