Saying that virtual reality (VR) head-mounted display (HMD) manufacturers like Oculus and HTC would like VR to hit a wider, more mainstream audience is a bit like saying a clock ticks; we know. But more to the point, it’s how the clock ticks.

Or, in this case, how we get VR to a wider audience. Right now VR has gotten to where it is thanks to the enthusiasm and acceptance of new technology we see within the videogaming market, but in order to make VR mainstream it’s going to need more than just gamers on board, as Fast Company reports.

To get a wider audience adopting VR technology, the VR HMDs have to offer to kinds of content a wider audience truly want, and Oculus know this. They’re already creating a variety of brand new VR experiences that are premièring at events such as Sundance Film Festival, and it’s these kinds of experience with a wider appeal that are going to bring a larger group of fans to VR.

Of course that ignores the other boundaries VR has in place. Expensive PCs and pricey HMDs are a known issue, but Oculus Go and Samsung Gear VR are two ideal, affordable solutions to the barrier to entry.

Now, with those options on the market, the next question is how to get people buying them. Colum Slevin, Oculus’ head of experiences, has high hopes for 2018 and the future of the Oculus brand; “We’re re-energized for 2018, working with storytellers and creators in VR to bring the best stories out and help creators and storytellers bring their best foot forward.” Slevin continues; “We’re continuing to get more selective about the types of projects [we support]. Read more from…

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