Virtual reality is grappling with an adoption problem. In 2017, TechCrunch even came to declare the reality of VR, reporting sales of lazy headphones. Although this may be a bit harsh, it is true that the adoption of virtual reality is not moving at the pace that some had hoped for.
In September last year, Mark Zuckerberg cautioned his patience to Facebook investors awaiting a return on the company's $ 3 billion investment in Oculus Rift. Some sources have indicated the lack of content as the main obstacle to traditional adoption. Logically enough, they point out that consumers will not invest in headphones if there is not enough interesting content to justify.
Technology offers huge opportunities in other industries including entertainment, e-commerce, education and culture. However, Statist reports that virtual reality games accounted for more than a third of the game general VR market last year, making it one of the most obvious consumer cases.
Therefore, it is worth noting that one of the largest headphone manufacturers, Oculus, is now owned by Facebook, a social media company. HTC is another, but has its background in consumer electronics like smartphones. Neither company has its roots in the game.
Now, several established players in the gaming industry are making progress. They are pushing the content and the means for the VR to achieve traditional adoption, its investors and supporters desire it. Furthermore, they believe that blockchain is the hub on which virtual reality can be exploited in the mainstream.
From Second Life to High Fidelity
Second Life is not a game but an online virtual world. Initially released in 2003, the site had more than one million regular active users by 2013. The company behind Second Life is Linden Labs, previously led by Philip Rosedale.
Rosedale is now working on another project, a virtual reality world based on the blockchain called High Fidelity. Powered by the EOS blockchain, the project raised $ 70 million in three rounds of funding between 2013 and 2016. High Fidelity is a sort of VR version of Second Life, a "virtual social reality" made up of several domains in which users they can interact and purchase activities stored on the EOS blockchain.
High Fidelity is already available to users with Oculus Rift or HTC Vive headphones.
From BeachHead 2000 to BeachHead 2020
While Second Life and High Fidelity aim to create a universe without specific gameplay objectives, BeachHead 2020 is exactly the opposite. It is an entire virtual world, which includes e-commerce, entertainment and gameplay objectives. The premise is that the city of BeachHead, where users live, play, shop and interact, is also under attack by enemy forces. If users want it, they can engage with gameplay by defending the city and gaining digital money to do so.
The creator of BeachHead 2020 is Pepe Moreno. Moreno developed the original version, BeachHead 2000, in 1999, which served as inspiration for the VR version. BeachHead 2000 was an arcade-style first-person shooter. He has earned a cult all over the world, with over one million copies sold. Both the original version and the updated VR version expect to retain enemy fire using heavy artillery such as anti-aircraft guns.
Next to the gameplay, users can simply "exist" in the city of BeachHead. The creators are already planning various partnerships, for example with the Teatro dell 'Opera in Valencia. Users can purchase tickets for their favorite shows using digital currency, participating in the VR show from the comfort of their own home.
BeachHead 2020 will be of particular interest to blockchain techies due to its double blockchain construction. It has a layer based on Ethereum, which provides the native BHT token and allows the creation of non-fungible resources for trading in the VR universe. However, BeachHead also incorporates a Ripple level, which facilitates worldwide trade among users, enabling rapid settlements and a commercial trading engine.
From Videroo to Ceek
Ceek is a well-established manufacturer of VR headsets that started with the blockchain in 2018. The company is definitely aiming at the entertainment consumer market, with a low-cost headset and the ability to broadcast VR content using only a smartphone app . The launch of token aims to create a "meta-towards entertainment" in which users can purchase tickets to see their favorite bands and sports teams in the VR arenas, using digital currency based on blockchain.
Ceek has already established collaborations with famous musicians such as Katy Perry and Lady Gaga. Regarding sports, the company announced the brand ambassador last year with Real Madrid defender Dani Carvajal.
Although not a virtual reality gaming company, Ceek's managing director and co-founder is Mary Spio. Spio has a stellar career history, which starts from the army and arrives at Ceek after he founded Vidaroo, an online and mobile video game platform with customers including Microsoft Xbox.
The mainstream adoption is the goal of every new technology. In particular for virtual reality, in difficulty as it was, the creation of engaging content on devices that offer a high quality experience should now be a top priority. These industry leaders seem to have grasped the challenge and are pursuing blockchain-based solutions that could achieve adoption goals. With the right skills, a robust token economy and some important ties, 2019 could be the year of VR.