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Lack of Quality Content Is Inhibiting Broad Adoption of Virtual Reality, Says Parks

The lack of quality, non-gaming content is "inhibiting" virtual reality's "broader adoption,” reported Parks Associates Monday. With U.S. broadband household penetration stuck at 8 percent, consumer familiarity with VR technology remained flat at a quarter of broadband households from 2017…

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to 2018, with gamers most aware, said analyst Billy Nayden. Content quality is a challenge for VR headset owners, 55 percent of whom say content for their device has remained the same since they bought their headset; 3 percent said it has gotten worse. The main barriers for VR content development are cost, demand for interactivity and limits on content length, said Nayden. Mobile headsets are capable of playing most non-gaming content in VR but often can’t play premium games and have much lower Net Promoter Scores than other headset types. For gamers, PC-based and game console-based systems are the primary VR headset option, though stand-alone VR headsets are promoted as a cost saver, he noted. Fifteen percent of U.S. broadband households have tried VR; 28 percent of game console owners are familiar with VR headsets, Parks said.