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Can VR make the jump from oddity to mainstream? I’m having doubts
In virtual reality’s latest iteration, it’s clear that 2016 and the first part of 2017 (based on the number of companies and products displaying at CES) is seeing the beginnings of mainstream interest in the concept.But after having tried several different VR headsets and offerings, I’m starting to have doubts about whether the technology can make the jump from a niche audience and market (mainly gamers) into the larger space held by the rest of the world. The rest of this year (and possibly 2018) could determine whether VR becomes as prevalent as the smartphone, or whether it becomes another gadget that gets placed in the recycling bin labeled “fads.”To read this article in full or to leave a comment, please click here