VR Gaming for Adults

VR Gaming for Adults

Development of immersive technology is happening at a rapid pace and increasing numbers of adults previously unfamiliar with gaming are using virtual reality headsets for fun, fitness, and social interaction.

Quest 2 Now the Most Used on Steam, Monthly-connected Headsets Hit Record High of 2.8 Million

Quest 2 Now the Most Used on Steam, Monthly-connected Headsets Hit Record High of 2.8 Million

The latest shows that the holiday surge has not relented, with February bringing Steam’s monthly-connected headset count to a new record high of 2.8 million.This makes Quest 2 the most used VR headset on Steam in February, besting the 21.58% share held by Rift S.

Consumers Becoming More Tolerant of Chatbots for Certain Tasks

Consumers Becoming More Tolerant of Chatbots for Certain Tasks

Researchers see consumers' comfort levels with a variety of chatbot technologies softening towards customer service, scheduling, banking, and therapy.As foundational technologies improve and older consumers who prefer living representatives are replaced by younger people who are accustomed to interacting with virtual agents, chatbots will become common across businesses and industries," said King.

Analysis: Monthly-connected VR Headsets on Steam Pass 2 Million Milestone

Analysis: Monthly-connected VR Headsets on Steam Pass 2 Million Milestone

Reviewing the data we can see that the number of monthly-connected headsets on Steam peaked above the 2 million milestone for the first time in April, no doubt thanks to the launch of Half-Life: Alyx, but also due to the onset of the Coronavirus pandemic which drove record numbers of gaming on Steam throughout the year.

Do's and Don'ts for SMB Cybersecurity Safety

Do's and Don'ts for SMB Cybersecurity Safety

"As the abnormal becomes our new normal, SMBs need to approach remote work by using a combination of cloud-based applications and on-premises solutions to keep employees and systems safe, and ensure business continuity," said Scott Devens, CEO at Untangle.

Most Tech and Finance Firms Delaying Office Returns Into 2021

Most Tech and Finance Firms Delaying Office Returns Into 2021

His company recently surveyed 3,500 business executives and decision makers, revealing that managers and workers were not only hesitant to return to an office but felt they were more productive working remotely.

Analysis: Steam Hangs on to VR Surge Four Months After ‘Half-Life: Alyx Launch’

Analysis: Steam Hangs on to VR Surge Four Months After ‘Half-Life: Alyx Launch’

Although the percentage of VR users in July (1.93%) was ever so slightly higher than the April Alyx peak (1.92%), from a raw number standpoint we estimate that April still held the edge with 2.7 million headsets that month.

The Current State of Open-Source Testing Tools

The Current State of Open-Source Testing Tools

The published report is gleaned from 2,000 global survey respondents that work in functional testing, load/performance testing, or behavior-driven development.

VR motion sickness survey reinforces gender gap

VR motion sickness survey reinforces gender gap

The survey, put together by VR Heaven and which polled almost 300 respondents, found that more than half (57.8%) said they experienced motion sickness in VR at some time.

How Self-tours are Changing the Leasing Game

How Self-tours are Changing the Leasing Game

With more and more prospects looking for faster ways to lease homes, Self-tours help make leasing more efficient and convenient for everyone.Onerent data also reveals 56-percent of renters prefer a digital experience when renting, making Self-tours an opportunity for real estate investors.

Analysis: ‘Half-Life: Alyx’ Adds Nearly 1 Million VR Users to Steam in Record Gain

Analysis: ‘Half-Life: Alyx’ Adds Nearly 1 Million VR Users to Steam in Record Gain

The launch of Half-Life: Alyx saw nearly 1 million additional monthly-connected headsets over the prior month, a leap that nearly tripled the previous largest monthly gain.The launch of Half-Life: Alyx brought the single largest leap ever in monthly-connected headsets on Steam.

Valve Revamps Steam Survey to More Accurately Count VR Headsets

Valve Revamps Steam Survey to More Accurately Count VR Headsets

Now the company says it’s revamping the way it collects data to more accurately count VR headsets in use on Steam.Valve tells Road to VR that it’s revamping the way it collects data about VR headsets used on Steam, which should increase the accuracy of the figures in the Survey.

AR and VR Survey Shows Optimism in Industry

AR and VR Survey Shows Optimism in Industry

To put it in perspective, a study by Immerse UK released in January stated that entertainment accounts for over half of industry XR spending in the UK.“ While immersive technology’s strength in gaming and entertainment will no doubt continue, survey respondents are excited about XR’s potential to spatially visualize data, prepare and practice for real-world scenarios, and conduct remote, real-time training and collaborations,” read the Perkins Coie release.

Tech Industry Occupies Front Line on Coronavirus Battleground

Tech Industry Occupies Front Line on Coronavirus Battleground

There is no question that the impact of the coronavirus will continue to be felt 100 percent in the tech space in terms of the work cycle, remote work access and the overall workforce," said Liz Miller, principal analyst at Constellation Research.

Enjoying the View? How computer games can help evaluate landscapes

Enjoying the View? How computer games can help evaluate landscapes

Geographers from Staffordshire University are stepping into the virtual world of computer games to develop exciting new ways of assessing landscapes.The project involved digitally mapping 300 sites across Wales and sought feedback from the public on the visual quality of the landscapes.

Salary and Satisfaction Survey for 2019/20

Salary and Satisfaction Survey for 2019/20

This survey is designed to help the Games and Interactive industries gain deeper insight into salaries and satisfaction levels.Section 2 - Job Satisfaction and The Industry (4 minutes).Also, please be aware that the comments you make may be used anonymously in our results.

Workforce Training Tops Use Cases for Augmented and Virtual Reality Applications

Workforce Training Tops Use Cases for Augmented and Virtual Reality Applications

The CTA survey shows workforce training as the top use case for both AR and VR.Augmented and Virtual Reality Applications in Workforce Training.Augmented reality and virtual reality applications are used in immersive learning where real-life situations can be mimicked.

Rift surpasses Vive as VR devs' top platform in new XRDC Innovation Report

Rift surpasses Vive as VR devs' top platform in new XRDC Innovation Report

When we asked survey respondents which AR/VR/MR platform(s) they’re currently developing for, 29 percent said the Oculus Rift, 24 percent said the Oculus Quest, and 24 percent said the HTC Vive.

Some data on Rift S and IPD…

Some data on Rift S and IPD…

While it can be assumed that the survey would be biased towards negative outcome, as people who have issues are more likely to respond. So the only thing this survey definitively proves that there are people biased against Rift S.Some actual data.

Virtual and Augmented Reality: Just a Tech Dream or a Sleeping Giant About to Awaken?

Virtual and Augmented Reality: Just a Tech Dream or a Sleeping Giant About to Awaken?

The technology’s prestige has fallen off so much among everyday Americans that when the most recent survey respondents are asked about VR’s leading brands, only 28% of them can name an industry leader without any hints or clues (17% less than in 2017) and only 37% show familiarity when brand names are suggested (23% less than in 2017)).

IDC: High-end VR grew 60% in 2018, users have smartwatch-level satisfaction

IDC: High-end VR grew 60% in 2018, users have smartwatch-level satisfaction

Additional IDC research suggests that hardware bundle pricing, headset design, and ease of use are all major factors of importance in growing the VR market.

Looking Ahead: The Future of VR in 2020

Looking Ahead: The Future of VR in 2020

And, Virtual Reality is said to be the next big thing on our eyes after smartphones. 64% of female consumers interested in owning a VR device are ready to pay $250+. That’s it for this episode and season 1 of “The Insider Story “.

XR Technology Survey: Key Stakeholders Optimistic About Mass Adoption

XR Technology Survey: Key Stakeholders Optimistic About Mass Adoption

According to the survey, the top markets for XR technology will be: North America (57%) EU (20%) APAC (18%) And while the Asia-Pacific area is constantly on the third place in their predictions, one of the US based respondents said: “Although the US may be the start of the technology, APAC will be the center of utilization, given the regulations favor the new technology to be adopted.”.

Study Finds VR to be a Highly Effective Teaching Tool (Presented at IMSH 2019)

Study Finds VR to be a Highly Effective Teaching Tool (Presented at IMSH 2019)

Key Findings Faculty that took the VR training overwhelmingly felt it was a valuable and effective teaching tool. A large portion of faculty felt they should invest in VR technology at their institution.

VR Headset Growth on Steam Makes Biggest Leap Yet, Eclipses Linux Steam Users

VR Headset Growth on Steam Makes Biggest Leap Yet, Eclipses Linux Steam Users

January’s data is the fifth continuous month of gains in monthly-connected headsets on Steam, and the new record high on the platform, no doubt driven by the holiday sales season which saw numerous deals across headsets.

Analysis: Monthly Connected VR Headsets on Steam Have Grown Exponentially

Analysis: Monthly Connected VR Headsets on Steam Have Grown Exponentially

Valve’s monthly Steam Survey has long offered some useful insight into which headsets are actively connected to users computers and the share of the Steam population that’s using each, but the figures provided are relative to the non-static Steam population, which obfuscates the actual adoption trend of VR headsets on the platform.

GDC 2019 Survey: 33% Of VR Devs Working On Vive, 21% On Quest

GDC 2019 Survey: 33% Of VR Devs Working On Vive, 21% On Quest

One other key question in the survey, which allows for multiple answers, asks “ Which VR/AR device(s)/platform(s) most interest you as a developer right now?” Valve/HTC also leads in that category, with 36 percent, though Quest still made a strong showing with 22 percent of respondents picking the headset.

How to Boost Your Home WiFi With Multiple Repeaters and Access Points

How to Boost Your Home WiFi With Multiple Repeaters and Access Points

For example, if the existing router is in the den on one side of the house and there's very poor signal in the kitchen on the other side of the house, then place a wired access point in the hallway outside the den, and a wireless repeater in the kitchen.

Steam users with PC VR headsets more than doubled in number last year

Steam users with PC VR headsets more than doubled in number last year

The Steam hardware survey breaks things down into percentages, and at the beginning of 2018, VR ownership sat at just over 0.4 percent. VR isn't exactly lighting the world on fire, though compared to the beginning of the year, VR ownership has more than doubled, when looking the number of users (rather than the percentage).

Steam Hardware & Software Survey

Steam Hardware & Software Survey

Steam Hardware & Software Survey: December 2018 Steam conducts a monthly survey to collect data about what kinds of computer hardware and software our customers are using. Participation in the survey is optional, and anonymous.