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Virtual Reality Game Videos: Roller Coasters

Ok, so we’ve had a load of requests to include Roller Coasters in our series of game videos in virtual reality. Roller Coaster rides is one of the top ‘first experiences’ that people have with a VR headset (and you can download them here).

Why? Because the person wearing the headset gets an immediate sense of presence and it’s a great way for them to quickly ‘get’ what VR is all about. And for the people standing around watching the person wearing the headset, they almost always get a reason to smile….then they want a go! Roller Coasters was also a game genre we tested with kids for our Oculus Rift research.

Buckle-up, here we go. We should probably start with this guy because he’s only had 4.3m views on YouTube.

Continue reading →

Slideshare presentation: Kids Virtual Reality Research

Related post: Kids See Potential Beyond Gaming for Virtual Reality.

Here’s a Slideshare presentation containing summary findings from our recent kids user testing research with the Oculus Rift. A full high-res version can be ordered here.

 

 

Kids See Potential Beyond Gaming for Virtual Reality (Part 1)

In March we conducted what we believe to be the first ever qualitative user testing research with kids and tweens using the Oculus Rift. The research (in conjunction with Dubit) was a series of six one-hour play sessions with pairs of boys and girls aged seven to 12.

Research Objectives

We wanted to investigate the following:

  • Gaming Usage – how they reacted to wearing the Oculus Rift headsets, how they acclimatised to being in a virtual reality environment and their reactions to the games they played.
  • Game Design and Ideation – how well they could come up with new ideas and genres for games suitable for VR.
  • Branding – which companies they thought should sell virtual reality headsets.
  • Pricing – how much they should the headsets should cost.

Screen Shot 2014-06-11 at 17.22.01

We’ve got a Slideshare presentation here or a free summary report of our findings can be ordered here. The first set of our high-level findings are as follows: Continue reading →

Crossing the Chasm – Virtual Reality Launch Strategies for Mass Adoption

This is an article about the First Time User Experience (FTUE) for virtual reality headset users, managing the expectation levels of these users and ultimately how companies developing virtual reality headsets and platforms need to carefully plan for mass consumer adoption in order to get it right first time.

The State of the Market

The Virtual Reality market is at a critical stage in its evolution. 2014 has been a very big year for VR with several companies (large and small) announcing upcoming VR headsets. Coupled to this, the number of games being developed for VR is now well over 100 with developers ranging from AAA studios right down to enthusiasts creating content at home. Closing the loop, we’re now also seeing the ecosystem include companies developing input systems for hand gestures and full body VR control.

But just because this sector is seeing multi-million dollar investments flowing in to it doesn’t necessarily mean this market will be successful. This is because there’s one person yet to be invited to this party – the consumer.

Adoption Curves and Hype Cycles

Let’s start by determining ‘where we’re at’ in terms of market development. Shown below is the Technology Adoption Curve and the Gartner Hype Cycle – two visualisation tools used to demonstrate the various stages of consumer take-up of new technologies. We have indicated (the red circle) where we believe the Consumer Virtual Reality market currently sits on both curves.

kzero technology adoption curve and hype cycle

Looking at the Gartner Hype Cycle first, here are the five lifecycle phases (sourced from Wikipedia): Continue reading →

The BBC Virtual Newsroom

The BBC Future Media division has just released a great example of a Mirror World in VR. The BBC Virtual Newsroom transports Oculus Rift owners into the news department of the BBC.

This is a passive experience, meaning you can’t navigate around the various parts of the studio or broadcasting units, but instead you have a 360 degree view around the camera position. It’s a nice demonstration of how VR can be used to take people to places they wouldn’t or couldn’t normally visit. The demo can be downloaded here.

kzero bbc virtual newsroom2

kzero bbc virtual newsroom3

This isn’t the first time a TV station has allowed people to virtually explore a studio. Sky News re-created their news studio in Second Life back in 2007, although this is the first use of virtual reality in this context. The image below shows the virtual studio in Second Life.

Screen Shot 2014-06-20 at 21.20.05

Although this isn’t really a virtual world experience, we would still classify this as a demo of a Mirror World – using virtual reality to allow the exploration of a real world place. The Mirror World genre is yet to gather momentum in virtual reality but expect this to change quite quickly in the near future. Here’s the Mirror World category in the KZero VR Radar.

kzero vr radar q2 2014 seg2

 

Further information:

 

Virtual Reality Game Videos: MMORPG Genre

The MMO market is already massive across all age ranges, from the KT&T (Kids, Tweens and Teen) segment right through to older gamers. Massive Multiplayer Online Role Playing Game (i.e. MMORPG) styled virtual worlds is a category we expect to thrive in virtual reality not only because of the engagement related to exploration and questing game mechanics but also the (for lack of a better phrase) ‘utter coolness’ of seeing other people interact in real-time in a shared virtual environment – it’s an incredible experience.

In terms of MMO’s available in VR (dare we call this the MMOVR sector?) we’re at an early stage but it’s very promising nevertheless as game developers are realising this is a key category for future growth, as well as one with a great ability to monetise users. Shown below is the KZero VR Radar for games in this category.

kzero vr radar q2 2014 seg14With VR games still at a demo and/or early development stage, we’ve placed the MMO-style games between the RPG and Exploration categories because the multi-player element will happen over time as the ownership-base of VR headsets expands. So at present these are more solo RPG experiences that will evolve into more multi-player games.

At the younger end of the scale, the Fairy Forest demo shows how a kids/tween MMO could look.

Moving into the older age ranges, here’s some exciting games in development creating immersive exploratory environments in VR. Continue reading →

Slideshare presentation: KZero VR Hardware Radar Q2 2014

This week we released our first version of the Virtual Reality Hardware Radar. The Hardware Radar shows companies developing headsets, controllers and other input devices for the growing Virtual Reality market.

Here’s a Slideshare presentation containing each Radar element as well as product imagery. The full report (with high-res imagery) can be ordered here.

Further information:

Virtual Reality Game Videos: Flying Genre

Flying like a bird, Superman or piloting a plane. That’s what we mean by flying in virtual reality, the second genre being covered in this series showing gameplay videos (the first article covered the Space genre). Before we get to being pilots, here’s some examples of virtual reality allowing the impossible (free flight) and the dangerous (wingsuit flying).

Continue reading →

Virtual Reality Game Videos: Space Genre

Our VR Radar charts (Q2 2014 updated released last week) identify 12 key genres for released and upcoming virtual reality games and experiences.  For each title we place them into our radar format by the forecasted average age of the player or the target audience it’s aimed at.

If you haven’t got an Oculus Rift and haven’t tried any of the Project Morpheus demo’s then don’t worry, we’ve rounded up the latest showcase videos starting with the Space genre. The radar segment belows shows Space-themed titles.

kzero vr radar q2 2014 seg1

Flying games based in space have always been a popular gaming genre right back to the early days of PCs with titles such as Elite. Well, this is one franchise that’s coming back with a bang with Elite: Dangerous. Another hotly anticipated title is EVE: Valkyrie from CCP.

And proving the demand for these types of games there’s a whole host of other space flying games from other developers. What makes these games highly playable isn’t just the battle element of piloting spacecraft but in some cases the deep multiplayer RPG gameplay. Enjoy. Continue reading →

Hardware Radar for Virtual Reality: Q2 2014

Last week we released the Q2 2014 update of the VR Radar map showing games, apps and experiences for consumer virtual reality. This week it’s the turn of hardware and this element of the market is demonstrating as much growth as the software side.

From a funding perspective, the VR hardware market has to a degree piggybacked off the success of Oculus VR on Kickstarter (and the subsequent Andreessen Horowitz investment followed by the Facebook acquisition), with many companies having successfully reached their financing targets or well on the way to achieving them.

Over and above Kickstarter, VC interest has also helped VR hardware companies commence development. The bottom line being that more VC’s are now actively examining opportunties in this space and viewing it as a market worth exploring (read – because there are exits).

Hardware Categories

We’ve segmented the VR hardware market into eight different categories, as follows:

  • HMD – Integrated: A virtual reality head-mounted display with the screen integrated into the unit. This segment (obviously) includes Oculus VR, as well as companies such as VRelia, Gameface Labs, Avegant, Sony and ANTVR.
  • HMD – With Mobile Device: A virtual reality head-mounted display using a third-party mobile device as the screen. Companies in this segment include Durovis, Seebright, Altergaze, Vrizzmo and Samsung.
  • Controller – Hand Device / Glove / Body Unit: An input device using hands and/or body movement for tracking via sensors. PrioVR, STEM, Control VR and Leap Motion are all included in this element of the market.
  • Controller – Haptics:  An input device for hands and body that also provides tactile feedback by force or vibration. The KOR-FX Gaming Vest, iMotion and the Reactive Grip are three of the products included here.
  • 3D Camera: A video or image recording device that captures 3D stereoscopic views. Jaunt, Giroptic and Matterport are within this grouping.
  • End-to-End Platform: A company that provides HMD systems coupled with input devices and motion capture. This category brings together companies that are creating VR experiences encompassing HMDs, input devices, games and other elements. Survios and VRCade are two examples.
  • Misc: Products not fitting into other categories. We’ll keep a close eye on this category to see if it’s worth keeping, but in the meantime we’ve allocated Petal, a VR fan into it.

 Input Systems and Body Controllers Radar

Shown below is the radar segment showing two categories, Controllers: Hand Device / Glove / Body Unit and Controllers: Treadmill / Foot Control.

vr hardware radar q2 2014 seg2

 

We’ve assigned companies according to their launch stage as they bring their products to market. Launch stages are classified as follows:

  • Announced / Pending Funding: A prototype has been announced but the company/inventor has not yet secured funding.
  • In Development: A prototype has been publicly demonstrated and/or the company has funding (privately, via Kickstarter or from third-party funding including VC’s).
  • Pre-Order / Dev Kit Available: The product is in a stage of development beyond a prototype, has made limited versions available to developers and/or is taking pre-orders.
  • Consumer Version Available: The product is available for purchase by the general public.

We have a free report available (order here) that contains all eight categories and a full list (we believe) of all companies developing virtual reality hardware. Drop us a line if you’re developing VR hardware and want to be in the report or let us know if we’ve missed any. We’ve also put the presentation on Slideshare.

What’s not included in our list is the input hardware that Oculus is currently developing (because it’s top-secret). We’ve also excluded the Kinect, although movement tracking is an area we’ll closely monitor for new developments.

Accompanying the eight hardware radar segments within our report are visuals of each product. Shown below are the products in the Controller: Hand Device/Glove/Body Unit category.

vr hardware controllers

 

Of course we can’t forget about the Headsets! We’ve segmented the HMD (Head Mounted Display) market into two groups – Integrated Displays (the head unit has a display built into it) and Mobile Devices (the unit accommodates a separate mobile device that acts as the screen). We’ve also included some headsets that provide virtual and augmented reality experiences. The headset radar segment is shown below.

vr hardware radar q2 2014 seg1

This post contains our forecasts for timings with respect to virtual reality headsets. So far only the Durovis Dive is publicly available although the DK1 from Oculus VR has found its way into the hands of lot of people. Who’s going to be next to bring a virtual reality headset to market?

And as a final point, the importance of the ‘Adult’ marketplace should not be overlooked. The adoption and development of virtual reality, just like video streaming, credit card payments and other online technologies before it, will be assisted to a (some say high) degree by companies that create VR hardware that stimulates certain parts of the body. That’ll be for another post.

Further information:

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