In (real) life, there are typically two modus operandi for experiencing the world:
Camp #1--It's a playground full of creative opportunity where exploration and innovation are mandatory for survival.
Camp #2--What we see is what we get, and we have very little control over changing things so we might as well just accept them as they are.
Entrepreneurs, for their part, generally fall into camp number one, and for obvious reasons. You don't build culture changing (Facebook), life altering (Google), earth shattering (SpaceX) companies by thinking "Oh yes Sir, everything's perfect as is. Carry on then."
But as entrepreneurship becomes more mainstream, technology accelerates everything from communication to cooking, and risk is somewhat mandatory to survive today's ever-shifting environment, people seem to be opening up to the idea that our world is, in fact, not as finite or dependable as was once thought.
What's more, as things like "space tourism" and "virtual currency" are no longer reserved for futuristic sci-fi movies, we--inadvertently--expand our minds to accommodate and "engineer" for these shifts.
In one sense, the recent explosion of Virtual Reality (VR) companies is a signal for this seismic cultural shift. While it's been around for at least two decades, recent converging forces have practically shoved VR to the forefront of the conversation. But as a new entrant to the zeitgeist of our time, many myths about VR exist.
Not because he's my brother, not because he's been quoted in everything from the Wall Street Journal to Fast Company, and certainly not because he's the co-founder of emerging VR company Survios, I tapped James Iliff to give me the goods on what we really need to know about VR.
What he revealed may virtually knock your socks off. Even better...just by knowing the information, you will likely be more open to the amazing opportunities this aspect of technology will bring to our collective future.
Myth #1--VR will replace real life.
Nope. Consumers won't actually be so addicted to VR that they will starve to death with a headset on. That's a dystopian quip. Reason? 1) Food is awesome. 2) Sex is awesome. 3) Going to a real beach is awesome.
Note to our mother and her friends if they read this: Sorry we said "sex" publicly.
Myth #2:VR is only for hardcore nerds.
Wrong. This is generally assumed because VR looks complicated and scary. But just because it's new doesn't mean it's not for you. Was television only for hardcore nerds? Maybe at first, but not for long. In the same way, VR is for everyone.
Myth #3: VR is only about seated experiences and will turn people into vegetables.
Seated is one way to go, but standing up and getting more active can be an even more rewarding experience. Full mobility is what VR is truly about. If VR was all about laying down on your couch for eight hours a day, then yeah it would turn people into vegetables. But that's TV your thinking of, not VR.
Myth #4:VR is isolating.
At first glance, seeing someone hiding behind their favorite face-gear might seem a bit like a Philip K. Dick novel. However, their friends will be doing it too, and now people are interacting with each other in VR much like they do in real life. This is actually MORE social than any other social platform available today.
Myth #5: VR is only for game developers.
Definitely not. Any regular ol' Joe can order VR devices and start playing around with demos right now. Don't be afraid. And VR can go way beyond games!
Myth #6: VR will steal my data.
No, no, no. The NSA doesn't care about your pupil tracking data and body posture preferences. Unless they are conducting clockwork-orange-esque experiments on you, in which case, you have bigger problems.
Myth #7: VR is a gimmick or fad like 3DTV.
This is an apples and oranges comparison. 3DTV is a much different user experience. It has depth, but it's a modification of film and has very little to do with virtual reality, other than the fact that VR headsets show side-by-side images (a form of stereoscopy).