VR Faces its Moment of Truth as Headsets Become Available

Virtual reality is finally available for consumers. Oculus will ship the much-anticipated Rift VR headset next week, HTC will deliver its Vive VR headset one week later, and Sony is also readying the launch of its PlayStation VR headset. Although there are technical kinks to be worked out and business models to emerge, early signs that consumers want VR are positive. The Rift is back-ordered to July, the Vive to May, and, on Amazon, the PlayStation VR Launch Bundle pre-order sold out within minutes of going live. Continue reading VR Faces its Moment of Truth as Headsets Become Available

AR/VR Leaders Imagine the Future at Augmented World Expo

More than 3,000 attendees and 200 exhibitors gathered in Santa Clara this week for the Augmented World Expo, now in its sixth year. The event, which has grown ten-fold since its inception, featured demos involving VR headsets, enhanced glasses, product-scanning apps and brain-scanning headbands. According to a recent Digi-Capital report, augmented and virtual reality is projected to reach $150 billion in revenue by 2020 (when AR is expected to dominate 80 percent of the market). AWE founder Ori Inbar believes “2016 will be the year of shakeups and mergers.” Continue reading AR/VR Leaders Imagine the Future at Augmented World Expo

MergeVR to Ship VR Headset and Controller by Holiday Season

Texas-based startup MergeVR plans to launch a $129 virtual reality headset this fall that is compatible with Android and iOS devices. While Oculus VR and Samsung have partnered on the mobile Gear VR headset, it is limited to Samsung phones and no launch date for a consumer version has been announced. MergeVR CEO Franklin Lyons explains that his company’s headset works with a range of modern smartphones. “We also are the first in the industry to have a wireless motion controller built to work with mobile VR apps,” he says. Continue reading MergeVR to Ship VR Headset and Controller by Holiday Season

Study Reveals Funding to Social Gaming Dips Heavily in 2012

Things can change drastically in just one year, as evidenced by the downward turn in social gaming. Investment in the medium went down by about $1 billion in 2012. There’s an important rule to follow when considering the video game business, writes Digital Trends: “what seems suddenly like the most profitable new market in the world one day, can become a wasteland the next.” Continue reading Study Reveals Funding to Social Gaming Dips Heavily in 2012