Consumers love the new technology, but challenges remain on price, screen resolution, range of applications, and desire for standalone form factors. 
          Foster City, CA – April 13, 2018: With  the recent release of Steven Spielberg’s “Ready Player One” film, based on the  popular novel by Ernest Cline, the topic of virtual reality has hit popular  culture once again, with some wondering if the film can drive renewed interest  in the still nascent category of augmented reality (AR) and virtual reality  (VR) headsets. Thanks to the results of a new study by TECHnalysis Research,  there’s no question about consumer interest in and appreciation for these types  of products among those who know the technology, but driving growth in the category  will require a lot more work (and education) to be done. 
             
            Based  on an online survey conducted in March 2018 of 1,000 US consumers who identify  themselves as gamers (and therefore are more likely to have experience with AR  and VR), the study provides key insights into the behavior and preferences of  current users of many types of mixed reality headsets. One of the more  surprising findings from the study was that consumers showed a strong  preference for VR over AR (73% vs. 27%). While this may in part stem from more  exposure to VR products than AR, consumers were clear that the desire for new  experiences and enjoying the “otherworldly” feelings enabled by fully immersive  virtual reality were key factors in their buying decisions and positive experiences  with the products. 
   
  “Many  in the tech industry have presumed that AR was going to be the defacto  long-term winner in this technology battle,” said Bob O’Donnell, president of  TECHnalysis Research, “but this study highlights that many of the characteristics  of full immersion VR are what drive the most interest and excitement among  consumers.” 
   
            From  the initial sample of nearly 6,300 people who started the survey, TECHnalysis  Research found that about half had tried some type of AR or VR headset, with  the vast majority focused on smartphone-based headsets, such as the Samsung  Gear VR (the most commonly owned VR device among survey respondents). As Figure  1 illustrates, PC and console-based products were a distant second choice and  standalone devices were the least likely to have been tried. (Note that  approximately one quarter of respondents had tried more than one type of  headset.) 
            
            Fig. 1 
           
          The overall  enthusiasm for AR and VR products was extremely high among survey respondents, even  despite a number of concerns and challenges that were raised in the study  results. Not surprisingly, among those who hadn’t yet purchased a device, the  biggest issues were price (both for the headsets alone, as well as for all the  pieces necessary to put together a function system), and limited knowledge of  the devices and their benefits. For those who do own them, motion  sickness-related concerns are still very real, as about 44% said they  experienced discomfort at least some of the time  that they used the devices. In addition, most  users are frustrated by the limited range of software and are particularly  interested in applications such as simulations, virtual travel/explorations and  other unique types of experiences. 
             
  “Consumers  are clearly very excited about the possibilities of AR and VR-focused  products,” noted TECHnalysis Research founder Bob O’Donnell, “and are cognizant  that it’s still early days for these technologies. Those who have tried the  devices are generally very satisfied with the experiences they’ve had but are  also clearly hungry for better visual experience and easy-to-use products.” 
   
            Looking  forward, 46% of consumers said they would prefer a standalone device (vs. 42%  for a smartphone-driven headset), primarily for the ease-of-use and convenience  that such a device would offer. However, they’d like to see these products at  $200 price points and with higher-resolution screens and better overall visual  experiences, which are challenging targets for the industry to achieve in the  near term. 
   
            If  you’re interested in more information on the subject, other topics covered in the study include types of  applications used, length of AR or VR sessions, specific products purchased, most  and least favorite products and characteristics, usage for work applications,  smartphone AR software usage, and much more. 
   
          A summary  version of the TECHnalysis Research Augmented Reality and Virtual Reality Study  is available in PDF format and can be downloaded for free here. The complete 107-slide version of  the report with detailed breakdowns for every question is available for  purchase. For additional information, please e-mail the author at bob@technalysisresearch.com. 
          Founded by technology market research veteran Bob O’Donnell, TECHnalysis Research, LLC provides strategic consulting and market research services to the technology industry and professional financial community. Building on a deep understanding of critical technology and business trends, in conjunction with hard-hitting, original research, the firm provides unique "out-of-the-box" perspectives that are still grounded in the practical realities of the technology, media and telecom markets. 
          You can download a copy of this press release in Adobe Acrobat format here. 
          
            
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