{"@context":["https:\/\/www.w3.org\/ns\/activitystreams",{"Hashtag":"as:Hashtag","sensitive":"as:sensitive"}],"id":"https:\/\/vlad.d2dx.com\/the-stress-of-vr-why-repeat-vr-usage-is-difficult\/","type":"Note","attachment":[{"type":"Image","url":"https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/16948642330_27e44a857d_k.jpg?fit=640%2C359\u0026#038;ssl=1","mediaType":"image\/jpeg"},{"type":"Image","url":"https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/FULL-2_289117.jpg?fit=640%2C360\u0026#038;ssl=1","mediaType":"image\/jpeg"},{"type":"Image","url":"https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/batman.png?fit=640%2C351\u0026#038;ssl=1","mediaType":"image\/png"}],"attributedTo":"https:\/\/vlad.d2dx.com\/author\/vlad\/","content":"\u003Ch2\u003EThe Stress of VR: Why Repeat VR Usage is Difficult\u003C\/h2\u003E\u003Cfigure id=\u0022attachment_74\u0022 aria-describedby=\u0022caption-attachment-74\u0022 style=\u0022width: 2048px\u0022 class=\u0022wp-caption aligncenter\u0022\u003E\u003Ca href=\u0022https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/16948642330_27e44a857d_k.jpg?ssl=1\u0022\u003E\u003Cimg data-recalc-dims=\u00221\u0022 loading=\u0022lazy\u0022 decoding=\u0022async\u0022 class=\u0022size-full wp-image-74\u0022 src=\u0022https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/16948642330_27e44a857d_k.jpg?resize=640%2C359\u0026#038;ssl=1\u0022 alt=\u0022\u0022 width=\u0022640\u0022 height=\u0022359\u0022 srcset=\u0022https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/16948642330_27e44a857d_k.jpg?w=2048\u0026amp;ssl=1 2048w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/16948642330_27e44a857d_k.jpg?resize=300%2C168\u0026amp;ssl=1 300w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/16948642330_27e44a857d_k.jpg?resize=768%2C431\u0026amp;ssl=1 768w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/16948642330_27e44a857d_k.jpg?resize=1024%2C575\u0026amp;ssl=1 1024w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/16948642330_27e44a857d_k.jpg?w=1280\u0026amp;ssl=1 1280w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/16948642330_27e44a857d_k.jpg?w=1920\u0026amp;ssl=1 1920w\u0022 sizes=\u0022auto, (max-width: 640px) 100vw, 640px\u0022 \/\u003E\u003C\/a\u003E\u003Cfigcaption id=\u0022caption-attachment-74\u0022 class=\u0022wp-caption-text\u0022\u003EHTC Vive \/ Image by \u003Ca href=\u0022https:\/\/www.flickr.com\/photos\/pestoverde\/\u0022\u003EMaurizio Pesce\u003C\/a\u003E \/ Flickr\u003C\/figcaption\u003E\u003C\/figure\u003E\u003Cp\u003EWith the recent release of \u003Cem\u003EStar Trek: Bridge Crew\u003C\/em\u003E, Ubisoft put out a high-budget, cross-platform multiplayer VR game, spanning Playstation, Vive and Oculus\u0026#8217; VR platforms. It also illustrates very well the challenge with VR as an entertainment format, and that we are currently focused on VR \u003Cem\u003Eexperiences\u003C\/em\u003E rather than VR content or, as it were, realities. I will use \u003Cem\u003EBridge Crew\u003C\/em\u003E as the backdrop through this entry, though I recognise the patterns from other multiplayer VR games.\u003C\/p\u003E\u003Cp\u003ETo begin with, let\u0026#8217;s look at how \u003Cem\u003EBridge Crew\u003C\/em\u003E plays, and the steps it takes to accommodate its medium. The game is played entirely sitting down, with no motion or walking needed, allowing for the lowest-common denominator across platforms. Additionally, the players are always permanently seated in the VR world as well, thus skipping the normal VR \u0026#8220;teleportation\u0026#8221; mechanic. Additionally, the default view shows a \u003Cem\u003EStar Trek\u003C\/em\u003E bridge, with the external motion being limited to a window view that, for most players, doesn\u0026#8217;t need to be viewed. This almost entirely avoids any instances of motion sickness from, well, motion.\u003C\/p\u003E\u003Cfigure id=\u0022attachment_75\u0022 aria-describedby=\u0022caption-attachment-75\u0022 style=\u0022width: 1332px\u0022 class=\u0022wp-caption aligncenter\u0022\u003E\u003Ca href=\u0022https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/FULL-2_289117.jpg?ssl=1\u0022\u003E\u003Cimg data-recalc-dims=\u00221\u0022 loading=\u0022lazy\u0022 decoding=\u0022async\u0022 class=\u0022size-full wp-image-75\u0022 src=\u0022https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/FULL-2_289117.jpg?resize=640%2C360\u0026#038;ssl=1\u0022 alt=\u0022\u0022 width=\u0022640\u0022 height=\u0022360\u0022 srcset=\u0022https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/FULL-2_289117.jpg?w=1332\u0026amp;ssl=1 1332w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/FULL-2_289117.jpg?resize=300%2C169\u0026amp;ssl=1 300w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/FULL-2_289117.jpg?resize=768%2C432\u0026amp;ssl=1 768w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/FULL-2_289117.jpg?resize=1024%2C576\u0026amp;ssl=1 1024w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/FULL-2_289117.jpg?w=1280\u0026amp;ssl=1 1280w\u0022 sizes=\u0022auto, (max-width: 640px) 100vw, 640px\u0022 \/\u003E\u003C\/a\u003E\u003Cfigcaption id=\u0022caption-attachment-75\u0022 class=\u0022wp-caption-text\u0022\u003EBridge Crew\u0026#8217;s, well, bridge. The yellow shirts are the erstwhile players, whose derrieres are permanently attached to their chairs. \/ Image from Ubisoft\u003C\/figcaption\u003E\u003C\/figure\u003E\u003Cp\u003EGame sessions begin from a menu. After a game mode (public\/private\/single player) is selected, the player is shunted off to a lobby screen and selects a mission to play. The missions are between 20 and 40 minutes long, and all take place on the aforementioned bridge. This session length format neatly sidesteps another issue with VR usage: the fatigue that inevitably occurs from having a VR headset strapped on to your face; the physical feeling of discomfort from perspiration gathering there, and the general unease that comes from the almost-but-not-quite-3D world that the eyes are straining to see.\u003C\/p\u003E\u003Cp\u003EIt is against this backdrop that Google recently noted that Daydream users spent a total of 40 minutes using it per week, time that was spread out \u0026#8220;over a couple of\u0026#8221; evening and weekend sessions. To add insult to injury, users spent more of that time browsing through the Daydream app store than using the apps themselves.\u003C\/p\u003E\u003Cp\u003EIf we put the pieces together, it\u0026#8217;s not that difficult to see why. Even though things like Bridge Crew are marketed as complete games, and placed on the same theoretical pedestal as \u003Cem\u003ECall of Duty\u003C\/em\u003E, they are very different beasts. \u003Cem\u003EBridge Crew\u003C\/em\u003E gives the \u003Cem\u003Eexperience\u003C\/em\u003E of being on a bridge. This is like going to Universal Studios and \u0026#8220;visiting\u0026#8221; Hogwarts. An impressive experience, and exquisitely crafted (the comparison may be even more apt with \u003Cem\u003EBatman Arkham VR\u003C\/em\u003E), but once you have seen the roller coaster there is little left to discover.\u003C\/p\u003E\u003Cfigure id=\u0022attachment_76\u0022 aria-describedby=\u0022caption-attachment-76\u0022 style=\u0022width: 1653px\u0022 class=\u0022wp-caption aligncenter\u0022\u003E\u003Ca href=\u0022https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/batman.png?ssl=1\u0022\u003E\u003Cimg data-recalc-dims=\u00221\u0022 loading=\u0022lazy\u0022 decoding=\u0022async\u0022 class=\u0022size-full wp-image-76\u0022 src=\u0022https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/batman.png?resize=640%2C350\u0026#038;ssl=1\u0022 alt=\u0022\u0022 width=\u0022640\u0022 height=\u0022350\u0022 srcset=\u0022https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/batman.png?w=1653\u0026amp;ssl=1 1653w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/batman.png?resize=300%2C164\u0026amp;ssl=1 300w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/batman.png?resize=768%2C420\u0026amp;ssl=1 768w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/batman.png?resize=1024%2C561\u0026amp;ssl=1 1024w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/batman.png?w=1280\u0026amp;ssl=1 1280w\u0022 sizes=\u0022auto, (max-width: 640px) 100vw, 640px\u0022 \/\u003E\u003C\/a\u003E\u003Cfigcaption id=\u0022caption-attachment-76\u0022 class=\u0022wp-caption-text\u0022\u003EThe immensely impressive effects of Batman Arkham VR immediately stun the user once they place Batman in front of a mirror and have the user wave, turn their body, and see Batman do the same back. This hammers home the VR illusion on the first try, but has no value after the first impression is done. \/ Rocksteady \/ WB Games\u003C\/figcaption\u003E\u003C\/figure\u003E\u003Cp\u003EUnlike regular games, VR games do not allow users the time to \u0026#8220;hang around\u0026#8221;. When playing \u003Cem\u003EBridge Crew\u003C\/em\u003E, if a user cannot find a game session in a few minutes, that\u0026#8217;s way too long. When playing desktop games, it is far easier to pause, do other actions, take a break, or even grab some snacks. VR demands full attention from the user, and nothing less will do. Also, from a departure from regular games, VR content has yet to graduate past the novelty factor. Instead of VR being used to enhance the story or entertainment, we are left with VR itself being the story and entertainment, and what would usually take the place of the core entertainment mechanics is, at best, window dressing.\u003C\/p\u003E\u003Cp\u003EThere are two reasons contributing to this.\u003C\/p\u003E\u003Cp\u003EFirst, VR is not a \u0026#8220;jump in\u0026#8221; type of experience. There is a high hurdle right now to entice people to use it, and the way to do so \u2013\u00a0the chosen way to \u2013 is by making VR attractions. \u003Cem\u003EBridge Crew\u003C\/em\u003E is an excellent example there, and I will readily admit that I have taken this attraction, and it is very compelling as a roller coaster ride. However, once you\u0026#8217;ve ridden the coaster, the novelty is off. Sure, you might hit a few more rides, but if that\u0026#8217;s all there is to it, there is little reason to come back.\u003C\/p\u003E\u003Cp\u003ESecond, VR is a taxing experience. Much like few people would want to stay on a roller coaster again and again and again, VR sessions have a natural end when people merely wish to be free of the headset that is making their face feel warm. This, again, plays in to\u00a0\u003Cem\u003EBridge Crew\u0026#8217;s\u003C\/em\u003E 40 minute sessions; any longer, and they may risk people dropping off mid-session.\u003C\/p\u003E\u003Cp\u003EThe sum then becomes that VR is a high barrier of entry engagement, takes time to set up, cannot be used in long sessions, and has little compelling reason to return there. So it should not be surprising that Google is looking for the VR killer app, but what would it be?\u003C\/p\u003E\u003Cp\u003EPutting aside the long term VR aspect, there are indeed compelling reasons for VR today. While it may sound like the experiences are a dead end, that is a far cry from it. I have no doubt in my mind that VR will sell nicely as an experience add-on; just imagine the money that people would freely give for\u00a0\u003Cem\u003EA Day in the Life of a Hobbit\u003C\/em\u003E VR simulacrum of\u00a0\u003Cem\u003EHobbiton\u003C\/em\u003E. However, these things do not exist in a vacuum, so we must rather consider what comes around.\u003C\/p\u003E\u003Cp\u003EOne of the key features of VR going forward will be the ability for people to \u0026#8220;jump in\u0026#8221;. There is no doubt that VR brings unparalleled immersion to remote interaction. Indeed,\u00a0\u003Cem\u003EBridge Crew\u0026#8217;s\u003C\/em\u003E simulated bridge certainly makes it feel like four people are sitting right next to each other, when in reality they can be in their own separate corners of a continent.\u003C\/p\u003E\u003Cp\u003EWhat is missing from the picture is the surround; the world, or lobby is not compelling; people cannot wait around in VR; and the experiences themselves are shallow except when running. So, to continue the analogy, we need the amusement park to keep us happy as users until it is time for the ride. Perhaps a movie is playing, and we reach a 360 video segment. Perhaps we have been preparing for a battle in an MMO, and, when everyone gathers, they don their VR helmets and go. Or perhaps I was just waiting for a friend to come online.\u003C\/p\u003E\u003Cp\u003ERight now, meeting up in VR is a cumbersome, long-winded process. But for VR to become a thing, it can\u0026#8217;t be. I shouldn\u0026#8217;t have to play around with a VR app launcher when I already have a serviceable one elsewhere. Typing on a virtual VR keyboard is just tedious. And why invent VR matchmaking when we have perfectly serviceable ones elsewhere? No, my VR content should be ready for me when I don my headset. And the process of donning the headset itself should be fast and simple. The headset should remember all adjustments needed for my head (in case I\u0026#8217;ve shared it) and adjust automatically. So, when time comes, I can slip it on and I\u0026#8217;ve reached the experience already.\u003C\/p\u003E\u003Cp\u003ELet\u0026#8217;s call it\u00a0\u003Cem\u003EFive Seconds to VR\u003C\/em\u003E.\u003C\/p\u003E\u003Cp\u003E\u003Ca rel=\u0022tag\u0022 class=\u0022hashtag u-tag u-category\u0022 href=\u0022https:\/\/vlad.d2dx.com\/tag\/featured\/\u0022\u003E#featured\u003C\/a\u003E \u003Ca rel=\u0022tag\u0022 class=\u0022hashtag u-tag u-category\u0022 href=\u0022https:\/\/vlad.d2dx.com\/tag\/gaming\/\u0022\u003E#gaming\u003C\/a\u003E \u003Ca rel=\u0022tag\u0022 class=\u0022hashtag u-tag u-category\u0022 href=\u0022https:\/\/vlad.d2dx.com\/tag\/star-trek-bridge-crew\/\u0022\u003E#starTrekBridgeCrew\u003C\/a\u003E \u003Ca rel=\u0022tag\u0022 class=\u0022hashtag u-tag u-category\u0022 href=\u0022https:\/\/vlad.d2dx.com\/tag\/vr\/\u0022\u003E#vr\u003C\/a\u003E \u003Ca rel=\u0022tag\u0022 class=\u0022hashtag u-tag u-category\u0022 href=\u0022https:\/\/vlad.d2dx.com\/tag\/vr-fatigue\/\u0022\u003E#vrFatigue\u003C\/a\u003E\u003C\/p\u003E","contentMap":{"en":"\u003Ch2\u003EThe Stress of VR: Why Repeat VR Usage is Difficult\u003C\/h2\u003E\u003Cfigure id=\u0022attachment_74\u0022 aria-describedby=\u0022caption-attachment-74\u0022 style=\u0022width: 2048px\u0022 class=\u0022wp-caption aligncenter\u0022\u003E\u003Ca href=\u0022https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/16948642330_27e44a857d_k.jpg?ssl=1\u0022\u003E\u003Cimg data-recalc-dims=\u00221\u0022 loading=\u0022lazy\u0022 decoding=\u0022async\u0022 class=\u0022size-full wp-image-74\u0022 src=\u0022https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/16948642330_27e44a857d_k.jpg?resize=640%2C359\u0026#038;ssl=1\u0022 alt=\u0022\u0022 width=\u0022640\u0022 height=\u0022359\u0022 srcset=\u0022https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/16948642330_27e44a857d_k.jpg?w=2048\u0026amp;ssl=1 2048w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/16948642330_27e44a857d_k.jpg?resize=300%2C168\u0026amp;ssl=1 300w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/16948642330_27e44a857d_k.jpg?resize=768%2C431\u0026amp;ssl=1 768w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/16948642330_27e44a857d_k.jpg?resize=1024%2C575\u0026amp;ssl=1 1024w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/16948642330_27e44a857d_k.jpg?w=1280\u0026amp;ssl=1 1280w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/16948642330_27e44a857d_k.jpg?w=1920\u0026amp;ssl=1 1920w\u0022 sizes=\u0022auto, (max-width: 640px) 100vw, 640px\u0022 \/\u003E\u003C\/a\u003E\u003Cfigcaption id=\u0022caption-attachment-74\u0022 class=\u0022wp-caption-text\u0022\u003EHTC Vive \/ Image by \u003Ca href=\u0022https:\/\/www.flickr.com\/photos\/pestoverde\/\u0022\u003EMaurizio Pesce\u003C\/a\u003E \/ Flickr\u003C\/figcaption\u003E\u003C\/figure\u003E\u003Cp\u003EWith the recent release of \u003Cem\u003EStar Trek: Bridge Crew\u003C\/em\u003E, Ubisoft put out a high-budget, cross-platform multiplayer VR game, spanning Playstation, Vive and Oculus\u0026#8217; VR platforms. It also illustrates very well the challenge with VR as an entertainment format, and that we are currently focused on VR \u003Cem\u003Eexperiences\u003C\/em\u003E rather than VR content or, as it were, realities. I will use \u003Cem\u003EBridge Crew\u003C\/em\u003E as the backdrop through this entry, though I recognise the patterns from other multiplayer VR games.\u003C\/p\u003E\u003Cp\u003ETo begin with, let\u0026#8217;s look at how \u003Cem\u003EBridge Crew\u003C\/em\u003E plays, and the steps it takes to accommodate its medium. The game is played entirely sitting down, with no motion or walking needed, allowing for the lowest-common denominator across platforms. Additionally, the players are always permanently seated in the VR world as well, thus skipping the normal VR \u0026#8220;teleportation\u0026#8221; mechanic. Additionally, the default view shows a \u003Cem\u003EStar Trek\u003C\/em\u003E bridge, with the external motion being limited to a window view that, for most players, doesn\u0026#8217;t need to be viewed. This almost entirely avoids any instances of motion sickness from, well, motion.\u003C\/p\u003E\u003Cfigure id=\u0022attachment_75\u0022 aria-describedby=\u0022caption-attachment-75\u0022 style=\u0022width: 1332px\u0022 class=\u0022wp-caption aligncenter\u0022\u003E\u003Ca href=\u0022https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/FULL-2_289117.jpg?ssl=1\u0022\u003E\u003Cimg data-recalc-dims=\u00221\u0022 loading=\u0022lazy\u0022 decoding=\u0022async\u0022 class=\u0022size-full wp-image-75\u0022 src=\u0022https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/FULL-2_289117.jpg?resize=640%2C360\u0026#038;ssl=1\u0022 alt=\u0022\u0022 width=\u0022640\u0022 height=\u0022360\u0022 srcset=\u0022https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/FULL-2_289117.jpg?w=1332\u0026amp;ssl=1 1332w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/FULL-2_289117.jpg?resize=300%2C169\u0026amp;ssl=1 300w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/FULL-2_289117.jpg?resize=768%2C432\u0026amp;ssl=1 768w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/FULL-2_289117.jpg?resize=1024%2C576\u0026amp;ssl=1 1024w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/FULL-2_289117.jpg?w=1280\u0026amp;ssl=1 1280w\u0022 sizes=\u0022auto, (max-width: 640px) 100vw, 640px\u0022 \/\u003E\u003C\/a\u003E\u003Cfigcaption id=\u0022caption-attachment-75\u0022 class=\u0022wp-caption-text\u0022\u003EBridge Crew\u0026#8217;s, well, bridge. The yellow shirts are the erstwhile players, whose derrieres are permanently attached to their chairs. \/ Image from Ubisoft\u003C\/figcaption\u003E\u003C\/figure\u003E\u003Cp\u003EGame sessions begin from a menu. After a game mode (public\/private\/single player) is selected, the player is shunted off to a lobby screen and selects a mission to play. The missions are between 20 and 40 minutes long, and all take place on the aforementioned bridge. This session length format neatly sidesteps another issue with VR usage: the fatigue that inevitably occurs from having a VR headset strapped on to your face; the physical feeling of discomfort from perspiration gathering there, and the general unease that comes from the almost-but-not-quite-3D world that the eyes are straining to see.\u003C\/p\u003E\u003Cp\u003EIt is against this backdrop that Google recently noted that Daydream users spent a total of 40 minutes using it per week, time that was spread out \u0026#8220;over a couple of\u0026#8221; evening and weekend sessions. To add insult to injury, users spent more of that time browsing through the Daydream app store than using the apps themselves.\u003C\/p\u003E\u003Cp\u003EIf we put the pieces together, it\u0026#8217;s not that difficult to see why. Even though things like Bridge Crew are marketed as complete games, and placed on the same theoretical pedestal as \u003Cem\u003ECall of Duty\u003C\/em\u003E, they are very different beasts. \u003Cem\u003EBridge Crew\u003C\/em\u003E gives the \u003Cem\u003Eexperience\u003C\/em\u003E of being on a bridge. This is like going to Universal Studios and \u0026#8220;visiting\u0026#8221; Hogwarts. An impressive experience, and exquisitely crafted (the comparison may be even more apt with \u003Cem\u003EBatman Arkham VR\u003C\/em\u003E), but once you have seen the roller coaster there is little left to discover.\u003C\/p\u003E\u003Cfigure id=\u0022attachment_76\u0022 aria-describedby=\u0022caption-attachment-76\u0022 style=\u0022width: 1653px\u0022 class=\u0022wp-caption aligncenter\u0022\u003E\u003Ca href=\u0022https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/batman.png?ssl=1\u0022\u003E\u003Cimg data-recalc-dims=\u00221\u0022 loading=\u0022lazy\u0022 decoding=\u0022async\u0022 class=\u0022size-full wp-image-76\u0022 src=\u0022https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/batman.png?resize=640%2C350\u0026#038;ssl=1\u0022 alt=\u0022\u0022 width=\u0022640\u0022 height=\u0022350\u0022 srcset=\u0022https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/batman.png?w=1653\u0026amp;ssl=1 1653w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/batman.png?resize=300%2C164\u0026amp;ssl=1 300w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/batman.png?resize=768%2C420\u0026amp;ssl=1 768w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/batman.png?resize=1024%2C561\u0026amp;ssl=1 1024w, https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/batman.png?w=1280\u0026amp;ssl=1 1280w\u0022 sizes=\u0022auto, (max-width: 640px) 100vw, 640px\u0022 \/\u003E\u003C\/a\u003E\u003Cfigcaption id=\u0022caption-attachment-76\u0022 class=\u0022wp-caption-text\u0022\u003EThe immensely impressive effects of Batman Arkham VR immediately stun the user once they place Batman in front of a mirror and have the user wave, turn their body, and see Batman do the same back. This hammers home the VR illusion on the first try, but has no value after the first impression is done. \/ Rocksteady \/ WB Games\u003C\/figcaption\u003E\u003C\/figure\u003E\u003Cp\u003EUnlike regular games, VR games do not allow users the time to \u0026#8220;hang around\u0026#8221;. When playing \u003Cem\u003EBridge Crew\u003C\/em\u003E, if a user cannot find a game session in a few minutes, that\u0026#8217;s way too long. When playing desktop games, it is far easier to pause, do other actions, take a break, or even grab some snacks. VR demands full attention from the user, and nothing less will do. Also, from a departure from regular games, VR content has yet to graduate past the novelty factor. Instead of VR being used to enhance the story or entertainment, we are left with VR itself being the story and entertainment, and what would usually take the place of the core entertainment mechanics is, at best, window dressing.\u003C\/p\u003E\u003Cp\u003EThere are two reasons contributing to this.\u003C\/p\u003E\u003Cp\u003EFirst, VR is not a \u0026#8220;jump in\u0026#8221; type of experience. There is a high hurdle right now to entice people to use it, and the way to do so \u2013\u00a0the chosen way to \u2013 is by making VR attractions. \u003Cem\u003EBridge Crew\u003C\/em\u003E is an excellent example there, and I will readily admit that I have taken this attraction, and it is very compelling as a roller coaster ride. However, once you\u0026#8217;ve ridden the coaster, the novelty is off. Sure, you might hit a few more rides, but if that\u0026#8217;s all there is to it, there is little reason to come back.\u003C\/p\u003E\u003Cp\u003ESecond, VR is a taxing experience. Much like few people would want to stay on a roller coaster again and again and again, VR sessions have a natural end when people merely wish to be free of the headset that is making their face feel warm. This, again, plays in to\u00a0\u003Cem\u003EBridge Crew\u0026#8217;s\u003C\/em\u003E 40 minute sessions; any longer, and they may risk people dropping off mid-session.\u003C\/p\u003E\u003Cp\u003EThe sum then becomes that VR is a high barrier of entry engagement, takes time to set up, cannot be used in long sessions, and has little compelling reason to return there. So it should not be surprising that Google is looking for the VR killer app, but what would it be?\u003C\/p\u003E\u003Cp\u003EPutting aside the long term VR aspect, there are indeed compelling reasons for VR today. While it may sound like the experiences are a dead end, that is a far cry from it. I have no doubt in my mind that VR will sell nicely as an experience add-on; just imagine the money that people would freely give for\u00a0\u003Cem\u003EA Day in the Life of a Hobbit\u003C\/em\u003E VR simulacrum of\u00a0\u003Cem\u003EHobbiton\u003C\/em\u003E. However, these things do not exist in a vacuum, so we must rather consider what comes around.\u003C\/p\u003E\u003Cp\u003EOne of the key features of VR going forward will be the ability for people to \u0026#8220;jump in\u0026#8221;. There is no doubt that VR brings unparalleled immersion to remote interaction. Indeed,\u00a0\u003Cem\u003EBridge Crew\u0026#8217;s\u003C\/em\u003E simulated bridge certainly makes it feel like four people are sitting right next to each other, when in reality they can be in their own separate corners of a continent.\u003C\/p\u003E\u003Cp\u003EWhat is missing from the picture is the surround; the world, or lobby is not compelling; people cannot wait around in VR; and the experiences themselves are shallow except when running. So, to continue the analogy, we need the amusement park to keep us happy as users until it is time for the ride. Perhaps a movie is playing, and we reach a 360 video segment. Perhaps we have been preparing for a battle in an MMO, and, when everyone gathers, they don their VR helmets and go. Or perhaps I was just waiting for a friend to come online.\u003C\/p\u003E\u003Cp\u003ERight now, meeting up in VR is a cumbersome, long-winded process. But for VR to become a thing, it can\u0026#8217;t be. I shouldn\u0026#8217;t have to play around with a VR app launcher when I already have a serviceable one elsewhere. Typing on a virtual VR keyboard is just tedious. And why invent VR matchmaking when we have perfectly serviceable ones elsewhere? No, my VR content should be ready for me when I don my headset. And the process of donning the headset itself should be fast and simple. The headset should remember all adjustments needed for my head (in case I\u0026#8217;ve shared it) and adjust automatically. So, when time comes, I can slip it on and I\u0026#8217;ve reached the experience already.\u003C\/p\u003E\u003Cp\u003ELet\u0026#8217;s call it\u00a0\u003Cem\u003EFive Seconds to VR\u003C\/em\u003E.\u003C\/p\u003E\u003Cp\u003E\u003Ca rel=\u0022tag\u0022 class=\u0022hashtag u-tag u-category\u0022 href=\u0022https:\/\/vlad.d2dx.com\/tag\/featured\/\u0022\u003E#featured\u003C\/a\u003E \u003Ca rel=\u0022tag\u0022 class=\u0022hashtag u-tag u-category\u0022 href=\u0022https:\/\/vlad.d2dx.com\/tag\/gaming\/\u0022\u003E#gaming\u003C\/a\u003E \u003Ca rel=\u0022tag\u0022 class=\u0022hashtag u-tag u-category\u0022 href=\u0022https:\/\/vlad.d2dx.com\/tag\/star-trek-bridge-crew\/\u0022\u003E#starTrekBridgeCrew\u003C\/a\u003E \u003Ca rel=\u0022tag\u0022 class=\u0022hashtag u-tag u-category\u0022 href=\u0022https:\/\/vlad.d2dx.com\/tag\/vr\/\u0022\u003E#vr\u003C\/a\u003E \u003Ca rel=\u0022tag\u0022 class=\u0022hashtag u-tag u-category\u0022 href=\u0022https:\/\/vlad.d2dx.com\/tag\/vr-fatigue\/\u0022\u003E#vrFatigue\u003C\/a\u003E\u003C\/p\u003E"},"icon":{"type":"Image","url":"https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/16948642330_27e44a857d_k.jpg?resize=150%2C150\u0026#038;ssl=1","mediaType":"image\/jpeg"},"image":{"type":"Image","url":"https:\/\/i0.wp.com\/vlad.d2dx.com\/wp-content\/uploads\/2017\/06\/16948642330_27e44a857d_k.jpg?fit=640%2C359\u0026#038;ssl=1","mediaType":"image\/jpeg"},"published":"2017-06-28T04:43:20Z","tag":[{"type":"Hashtag","href":"https:\/\/vlad.d2dx.com\/tag\/featured\/","name":"#featured"},{"type":"Hashtag","href":"https:\/\/vlad.d2dx.com\/tag\/gaming\/","name":"#gaming"},{"type":"Hashtag","href":"https:\/\/vlad.d2dx.com\/tag\/star-trek-bridge-crew\/","name":"#starTrekBridgeCrew"},{"type":"Hashtag","href":"https:\/\/vlad.d2dx.com\/tag\/vr\/","name":"#vr"},{"type":"Hashtag","href":"https:\/\/vlad.d2dx.com\/tag\/vr-fatigue\/","name":"#vrFatigue"}],"url":"https:\/\/vlad.d2dx.com\/the-stress-of-vr-why-repeat-vr-usage-is-difficult\/","to":["https:\/\/www.w3.org\/ns\/activitystreams#Public"],"cc":["https:\/\/vlad.d2dx.com\/wp-json\/activitypub\/1.0\/actors\/1\/followers"],"mediaType":"text\/html","replies":{"id":"https:\/\/vlad.d2dx.com\/wp-json\/activitypub\/1.0\/posts\/12\/replies","type":"Collection","first":{"id":"https:\/\/vlad.d2dx.com\/wp-json\/activitypub\/1.0\/posts\/12\/replies?page=0","type":"CollectionPage","partOf":"https:\/\/vlad.d2dx.com\/wp-json\/activitypub\/1.0\/posts\/12\/replies","items":[]}},"sensitive":false}