If you want to appeal to the older, underserved generations, first understand how they want to use the gear. While more than 70% of Americans under 55 use it for gaming, for example, only 39% of those over 55 do so, which doesn’t even make it a top-three activity for them. Watching immersive content is their top use for VR headsets (59%), followed closely by simulated travel (58%) and then by learning (43% as opposed to 38% of the general population who use it for that). They’re as likely to use VR headsets for wellness as for gaming. Boosting adoption for these opportunity groups means expanding content beyond just gaming.
Similarly, those who haven’t tried VR but are interested in doing so are more likely than current users to be interested in non-gaming activities such as watching movies (69% versus 46%) simulating real-world experiences such as travel (62% versus 40%) and learning (49% versus 33%). People who have heard of VR get the gaming angle—tech companies now need to play up its myriad other possibilities.
The price barrier
Price remains one of the biggest limitations around VR growth. Perhaps nothing illustrates this better than Apple’s Vision Pro. The device has won plaudits for its remarkable technology, but it retails for a hefty $3,500, as much as a top-of-the-line laptop—and way more than most people are willing to spend. Only 4% of relevant consumers, those who have used or are interested in using VR headsets, said that they would plunk down $3,000 or more—hardly the kind of numbers which will drive massive growth.
Instead, the sweet spot seems to be approximately $500 or less. More than half (56%) of VR users and those interested said they would pay no more. Perhaps not surprisingly, that is what Meta’s Quest 3 goggles go for. Current users, who are already invested in the technology, are a bit more budgetarily flexible, with many willing to stretch up to $1,000, but Vision Pro’s price tag remains out of reach for most consumers
Budgets may increase along with perceived value and usefulness. VR product makers would be wise to figure out how to bring down the cost of entry—and possibly expand their use cases to attract new users—before the market gets away from them.