Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!usc!julius.cs.uiuc.edu!rpi!uwm.edu!ogicse!milton!lishka@uwslh.slh.wisc.edu From: lishka@uwslh.slh.wisc.edu (a.k.a. Chri) Newsgroups: sci.virtual-worlds Subject: Re: Consumer Markets for VR Message-ID: <12980@milton.u.washington.edu> Date: 13 Dec 90 15:11:04 GMT References: <12617@milton.u.washington.edu> <12741@milton.u.washington.edu> Sender: hlab@milton.u.washington.edu Organization: Wisconsin State Laboratory of Hygiene Lines: 44 Approved: cyberoid@milton.u.washington.edu arc!steve@apple.com (Steve Savitzky) writes: >In article <12617@milton.u.washington.edu> frerichs@ux1.cso.uiuc.edu (David J F r >erichs) writes: > Other than interactive gaming, does anyone see any motivation for a consumer > (ie layman who doesn't know much) to buy a consumer priced VR setup when one > becomes available. >There are forms of entertainment that are not specifically "gaming", >i.e. VR "movies", tourism (the exploration of a virtual universe, >whether a simulation of some real place or a fantasy), etc. Leaving >all these variations aside, there are many "useful" things that could >be done at home: > >[Specific examples left out here to save net bandwidth] While all of these things sound nice, there is a risk: people are going to grow fat and plump sitting at home experiencing their virtual realities. Americans already spend incredible numbers of hours in front of the TV; I wonder what would happen if virtual entertainment was available. We are rapidly developing a society of stay-at-home couch potatos, and virtual entertainment might easily make this worse. While virtual shopping and virtual travel sounds nice, I would prefer to get out of the house myself. Conversing with someone in a virtual cafe might be nice in concept, but I prefer the living, breathing flesh of the real person in front of me. Then again, I likely spend more hours per week commuting to and from cafes and movie theatres than watching TV. Another thing to keep in mind: TV, movies, and radio (all major forms of mass-market entertainment) are all *static* forms. In other words, the viewer does not need to do much but sit there. I wonder whether virtual entertainment forms that require actual activity and participation from the "user" will indeed catch on with the general public, or whether the public will simply embrace a virtual entertainment that is static in nature. -- Christopher Lishka 608-262-4485 We carry in our hearts the true country, Wisconsin State Lab. of Hygiene And that cannot be stolen. lishka@uwslh.slh.wisc.edu We follow in the steps of our ancestry, uunet!uwvax!uwslh!lishka And that cannot be broken. -- Midnight Oil