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With big corporations like Microsoft, Google, Facebook, Sony, Valve, Samsung, Oculus VR, HTC, and Nvidia pouring billions of dollars into virtual reality and augmented reality, there’s no doubt that this time across the technology is here to remain.
Analysts imagine games shall be a key driver to get these mobile, console, and PC VR head-mounted displays and AR headsets into homes around the globe. But what do gamers consider all of this development?
According to a brand new survey of gamers conducted by the Institute of Electrical and Electronics Engineers via an interactive timeline on Facebook from June 11 through July 13, 51% of respondents, globally, imagine that AR/VR is the longer term of gaming.
“Gamers are all the time trying to the subsequent thing, whether it’s the subsequent game in a franchise or the subsequent hardware platform/capability, Todd Richmond, IEEE fellow and director of advanced prototypes on the University of Southern California Institute for Creative Technologies, says. “The current teen-to-20-somethings don’t remember previous VR false starts. They probably know in regards to the mythology of Palmer Lucky going from garage to $2 billion Facebook buyout, in order that helps.”
The same survey found that 18% of gamers imagine second-screen gaming/smart glasses shall be the subsequent big innovation for gaming, which also ties into augmented reality, in addition to blended reality (a mixture of AR and VR, also called mixed reality).
“Game developers are already beginning to embrace AR/VR and blended reality,” Richmond says. “There is little doubt that these immersive technologies shall be an important innovation of the subsequent gaming generation, and may even impact every other aspect of our lives. The gaming industry shall be an early adopter and help determine how the technology is viable. By 2017, AR/VR/blended reality technologies shall be easily and affordably brought into consumer homes thanks largely to video games.”
While gamers are enthusiastic about VR, AR, and blended reality, Richmond believes most consumers don’t know what to think right away. That’s partly because nearly all of gamers haven’t had the chance to experience the technology yet.
“Right now there’s a whole lot of hype around VR and it can disappoint many who try it since the content isn’t ready today, but like every other recent digital capability, that can improve,” Richmond says. “If you’ve gotten a story to inform or a game to play, you’ll have a brand new medium to make use of. And just like how first movies were essentially stage plays (porting a longtime solution to a brand new medium) but then evolved to what we have now today, the identical will occur with immersive. And then whenever you consider the mix and the human aspects, it gets difficult however the payoffs are potentially greater.”
Right now, many consumers are getting their first taste of VR from very low-end devices just like the Google Cardboard and MergeVR. Even higher-end options like Samsung Gear VR and Zeiss VR One can’t compete with Sony Morpheus, HTC Vive, or Oculus Rift, which is where the true “wow factor” and innovation will ultimately come from.
“While you simply get one probability at a primary impression, the hardware/software landscape shall be changing rapidly, so consumers could have short-term memories about poor quality—in the event that they can get their hands on emerging things and take a look at them,” Richmond says.
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