Virtual Reality's Kryptonite could be Content Availibility - VR Life

VR’s Next Generation Problem: Lack of Content

Samsung Vr Gear


Technology is everywhere and it is becoming more complex, but it is also becoming more accepted everywhere. VR is coming to life by leaps and bounds. It was just last month that there was an initiative from the startup called Magic Leap that obtained over $793 million in new funding from Google, Qualcomm and other companies. What this has meant is that there has been a huge leap forward between the physical and the digital world coming together. Many people are amazed when they have gone into Magic Leap’s headquarters as they are seeing what the entire buzz is about.

Microsoft recently shared that they are planning to reveal a new headset as well that is called the HoloLens. The HoloLens will be coming out soon and there are many other partners that have been working with them to make it a part of the business world. Though there are many people that are interested in testing this to be a part of the business world, consumers are not yet able to enjoy a virtual experience while riding in a car for example.


The Hardware Hurdle is Being Tackled

When it comes to the hardware, there are many problems that have been overcome. There are three main companies that are releasing headsets this year such as Facebook’s Oculus, Sony’s PlayStation VR and HTC and Valve’s Vive headset. There are many exciting details, but there are still price points that are high with the hardware as most of it is within about $800 to $1,100. What that means as well is that developers will continue developing software and hardware that can better serve the masses.

Tech companies have continued to work on all hardware issues. For example, Microsoft’s HoloLens has been developed to be very light to ensure sure that people who have glasses and ponytails are able to wear them on the bridge of their nose.

Magic Leap is creating its product to show images into the user’s view so that the images are sharp and make it hard to tell that they’re not actually real life. Another issue that many people have is motion sickness; this is an issue that is caused when there is a delay in the VR and in real life and the rendering. This problem has been worked on by Google as the company is adding many new sensors that have been worked into the Google Cardboard. Google is also working to improve their software, to help with this.

google cardboard
Droid Report

There are many new audio pieces that need to be used to map the body as well as to make sure that they are able to have access to the direction of the user’s gaze. The human body utilizes sound to help get oriented, so devices mimicking reality move sound by the same angle that the person views the holograms.

Issues With Content

Although many of the hardware issues still have to be worked on to improve, there is another big part of VR and AR that will need to excel in order for VR and AR to successfully hit the mass market. That is content creation.

In order for users to maximize their experience, they will need lots of options as for different experiences.

Virtual entertainment is one type of content. That refers to storytelling via movies and games among other unique experiences. 

Viewing or testing products before purchases brings about another type of content. There are several industries that sell products or offer experiences (such as tours), all of which can be created in VR. As more companies catch on to how they can utilize VR with their consumer experience, more content will be created.

Another type of content comes in the form of education. Teachers and professors across the world are consistently looking for new ways to teach and people are always looking for new ways to learn. There are several ways that VR can help people to learn a slew of topics via immersive tutorials, hands on experience through VR and more.


It’s up to developers and entrepreneurs to create content for VR and AR. This could be one of the major factors as to when VR and AR will really take off in the mainstream market. The more content that’s out there, the more people will experience VR and/or AR and the more people will then purchase VR or AR products.

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