Above: Nintendo's consumer VR launch in 1994
Is the market for VR headsets small and active usage apparently low (especially among Gen Z) because virtual reality is still in "early days"? Reader Nadeja thinks otherwise:
I don't think we are in the early days of VR. The earliest HMD were made in the 1960s. NASA worked with HMD in the 1980s, Nintendo had something too. [See above – WJA] Then there were several commercial releases in the 1990s. Now we are in the 2020s.
I rather think that VR headsets aren't so practical and human-friendly. I'm not talking about the technical limitations, the lack of peripheral vision, nausea, the risk of hitting or stumbling on anything as you have essentially a blindfold… but about the HMD device itself.
You could say that someone can wear a HMD for hours, but in general sunglasses and eyeglasses are probably about as much as one can take, and some people still prefer contact lenses.
We need a paradigm shift around HMDs. When VR will be as widespread as smartphones, we would likely not use HMDs, but something else.
Fun fact: In 2015, Mark Zuckerberg predicted that VR HMDs would replace the smartphone by 2025. With the smartphone market currently at about 6.5 billion, compared to VR's total install base of maybe (and at most) 30 million, I'm sort of guessing that's not going to happen.
The categorical mistake, I think, is not realizing that unlike VR, mobile phones had an immediate and obvious broadly valuable use case from the very beginning:








