360 videos and VR cinematic experiences are less hardware intensive and easier to consume than games. While we see more total users experiencing these VR-lite experiences, gaming may provide a more substantial user base to grow the industry from.
Will 360 video and cinematic VR consumers purchase hardware to view more VR?
The easier to consume VR content does stand to be an easy way to attract users, but I wonder if the ease at which these experiences can be consumed will lead to an ease at which they are forgotten.
A game takes a level of dedication far beyond passive viewing and creates far more opportunity to affect the habits of a user.
A very informative read, I am looking forward to cinematic VR immersing me beyond what today’s 2D movies are capable of.