VR adoption & The Focus Theory
In this post Ben Thompson thinks Microsoft teaming up with Facebook for VR means enterprise is going to drive mainstream adoption.
After a few months of getting mauled by DOOM monsters in VR for thrills, I think I'm qualified to say that's nonsense.
As it stands, VR's use case is still largely about gaming. Being productive isn't remotely in the agenda-radar.
So what do I think will spur mainstream adoption? I can't point to one specific thing but I have a theory that it will revolve around one characteristic: focus.
VR is about immersion. Immersion entails short spanned focus. Focus is about doing one thing at a time, no distraction, no timeline, no newsfeed, no notification.
In VR whether you're gaming or watching movie, you're doing only that one thing.
Sure it starts out without a choice now, in the future they might build an ever-present heads up display console with bells on it. But I'm convinced that won't be what users would want. The VR OS could very well transplant your existing phone into your headset so your could doomscroll within VR, but every aspect of that computing experience is better off done in flesh than in VR.
In many ways VR headsets are the antithesis of smartphones. Phones are designed to do many things at the same time; VR heasets insist you immerse one thing. Phone distracts; VR focuses.
That's the nature of this medium, no amount of gadget advancement will change it.
When people as a whole begin to develop a taste for focus (which could mean the distaste for phones) that's when mainstream adoption of VR will happen.
Given how much people love their phones that's a rather bleak message.
But that change may take place. It'll just take generations.