Over a longer argument relating to immersive reality, Palmer states that experiences need to reach a high level of quality before adoption goes beyond the enthusiast market.
Palmer Luckey states: “Recent market experiments with cheap VR hardware have shown that there are millions of people willing to buy said hardware, but very few among them continue to use the hardware or invest in the software ecosystem for very long.
“This is true even when people get the hardware for free – the millions of cardboard boxes fulfilling their ultimate destiny on the back shelf of a closet don’t do much for the VR industry.
“Why the lack of use? Quality of experience.”
I agree with Palmer. I have seen many times people trying VR for a short time, take of the headset looking rather befuddled, and then not pick one up for a while. The retention rate of VR is relatively low. Having constantly engaging experiences which is easily accessible, such as Steam, will greatly improve the quality of services.