Statistical data about VR in 2017
I have read a report about consumer of VR in 2017. There are some interesting information which I want to share with you.
- Willingness to spend on VR games
About 34% (27%+7%) of respondents said they are willing to pay a higher price than traditional games for games that can be played through virtual reality heads; 19% of respondents said they are willing to pay The same price for traditional games; 30% means no games at all.
2.Most interested in VR
There are 47% people said they were most interested in immersing themselves in another world; secondly, virtual reality (36%); trying new things (31%); stimulating gaming experience (26%); The possibility of becoming part of the movie (21%).
3.Are you interested in Visual Reality?
According to the survey data, about 18% of respondents are not interested in virtual reality at all; 29% of respondents expressed great interest.
4. VR negative effects
For the most likely negative effects of VR head-on, 46% chose headaches; 40% for motion sickness; and 40% for social isolation.
These information are good evidences to support my opinion. Although Visual Reality have massive potential, but it still have some disadvantages today. I hope people can fix that disadvantages in the future.