Let’s observe three main trends in developing of virtual reality devices:

1. Social

Someone is looking at network interaction in VR, as an extension of the possibilities of communication and storing the images of the past (for example, panoramic videos and photos). Someone believes that this will lead to greater isolation and escapism. In such topics always arise polar opinions. But there is one rather important point – with the help of current technology it is impossible to achieve complete immersion in the imagination like in science fiction.

And for many years it will not be possible – there is no way to create a human-machine interface, bypassing the senses and gaining access directly to the brain, creating the effect of complete presence. And it was then that really sharp and difficult questions would be raised both for developers and for.

2. Commercial

There are opinions than in this no competition and with Facebook dominance, it’s really bad for the market. Another expert claims these are wrong statements. Nowadays there is serious competition between:

  • Oculus / Facebook;
  • HTC / Vive and Sony.

The fight is for the user’s attention to the new platform, and not just to the console or PC. F. e. Sony by creating a helmet for PS4 is still a direct competitor for HTC and Oculus. With the right strategy on the market, the helmet itself can be a reason to buy a console, and, to say, not a more powerful computer. Many now believe that this brand will be able to become a leader in the race in the short term, both due to the price of the device (if it is around $ 400), and due to the lack of need to upgrade equipment that potential buyers have.

3. Price

It is expensive, no one will buy, they say. Really? It depends on what is in question. Large players face an interesting task: to prove that virtual reality technology is not just a periphery (a screen in front of them, an analog of a joystick, a gadget for a computer, etc.), but a full-fledged platform with unique content for it.

Now, even in the minds of IT specialists, glasses are a substitute for a monitor. But here it makes sense to talk about VR in the context of the product. And this issue is already connected with its positioning and promotion strategy. How large players will present their product to the audience will largely determine the situation at the start of sales and the attitude to the price on the part of consumers. HTC initially chose the premium segment, targeting at the audience with a certain level of income (again, at the launch stage). While Sony most likely relies on its user base and will build its pricing policy on the basis of this. The quality of the content will also influence the price perception accompanying the launch of sales.

As we see, there is a lot of space for development and time will tell.