Cultural Diversity and Virtual Reality
Virtual reality has been feeling like it is on the precipice of being standard for quite many years now. The buy of Oculus Rift by Facebook for $2 billion pushed virtual reality into the people’s thoughts and mind. Fast forward two years down the line and the launch of the Samsung Galaxy S7 conveyed and moved free virtual reality headsets to the people who had earlier pre-ordered the smartphone and now at the launch of HTC Vive, virtual reality is made a buy within a reach of almost everybody.
In any case, is the enthusiasm or the passion for virtual reality restricted only to gen-pop techies? It is, therefore, necessary to know how multicultural buyers feel about virtual reality and what they find intriguing about its uses and applications.
Taking a broad look representative readable base number of Hispanics, African-Americans, Asian, and Whites in an omnibus study in March, generally and frankly speaking, 49% of buyers, consumers and retail users were either exceptionally intrigued or fairly inspired by purchasing or owning a virtual reality item or product at any point in time. That in itself, is a promising adoption and acceptance of virtual reality.
Looking more profoundly into interest levels among the different partners, Hispanics and Asians are especially inspired in buying a virtual reality product or item.
Then again, the Whites might as well be on the way to not being intrigued by owning a virtual reality item.
This presents a one of a kind open door for companies hoping to make virtual reality a reality by taking a look at multicultural or diversified buyers. Strangely, companies such as Samsung and HTC are very much prepared to catch the multicultural virtual reality market. At this point in time, they have solid loyalty among Hispanics and African-Americans.
Also taking a look at respondents that were occupied with virtual reality items or products, a number of information comes up that may be used into guiding virtual reality producers in the right bearing and direction. For instance, African-Americans that are occupied with buying and owning a virtual reality item discover the bait of getting away reality altogether more fascinating than their other partners:
Furthermore, it would seem that FOMO is even more a driver of enthusiasm for multicultural consumers in all cases and ramification than the Whites as Hispanics, African-Americans, and the Asians are of a great deal more prone to report “utilizing the most recent innovation” as a key driver of enthusiasm for virtual reality items and products.
Our information unmistakably indicates that multicultural purchasers and end-time users are the key driver in the spreading widely of the appropriation of virtual reality items. Companies such as Samsung and HTC have a head start with this purchaser and consumer as their image reliability and loyalty is now high among key multicultural demographics. Also brands such as Oculus Rift will have a heavier lift as their item and product is as of now altogether more costly and depend on outer hardware to work yet as virtual reality hardware turns out to be more reasonable in price, marketing and showcasing to the multicultural purchaser and end-time users can be the distinction between making virtual reality the following or the next rated 3D TV or the next rated smartphone.