New survey findings revealed numerous and shocking information about using virtual reality VR devices among teens. All the hype and technological progress you can think of notwithstanding, only 4% of teen participants indicate using any VR devices every day. This puts a conclusion to the belief that youth have now fully adopted the use of VR technology in their daily lives.
It was the market research organization that organized a teen study among thousands of teens; the teens were categorized into different demographics. The survey also demonstrated that VR technology is recognized as a useful tool for the majority of internet users, but few of them actually use it on a regular basis. There are several reasons for this, the most important of which are the high price of VR devices and the lack of access to VR content, as well as the fact that the required equipment is very inconvenient.
Most of the teenage participants could not be persuaded to use VR headsets again because they are too bulky and inconvenient to use compared to the already existing devices they could use such as Smartphone and other gaming devices. Moreover, the interest rate of VR experiences becomes high and decreasingly occurs due to experiencing VR excitement a couple of times. It also found that socialization and multiplayer capabilities are far easier accessed on the traditional gaming platforms than on the smartphones on which teens play.
Another one of the major hurdles is the use of irrelevant and un-interesting content that fails to appeal to teenagers. There are some of the educational and gaming applications which are available but yet not very popular to keep teens engaged on a similar note, there is not enough variety of applications available to keep then interested.
These barriers give strong reasoning as to why manufacturers and content creators would need to focus on the development of the VR among youngsters. Pricing strategies, the comfort and usability of the device and expanding the audience with more content that is attractive to this category of users may contribute to the increasing time spent on the devices everyday. The same will continue until this cycle of using VR for entertainment purposes in relationships gets reduced.