1. Rent paid by developers
2. Membership fees from consumers
3. Sales of VR/AR equipment and peripherals
4. Sponsorship deals with outside developers/manufacturers
Next thing:
High quality wireless audio systems.
These will allow customers to enhance their VR/AR experiences by allowing them to feel more immersed in their headsets without an additional piece of equipment (headphones) on their heads. It will also help to better simulate the effect of truly being in a different environment, as the audio sounds more natural when it's filling an entire space.
Example: Sonos Playbar

The Sonos Playbar has excellent reviews, with 83% of customers giving it 4-5 stars. Unfortunately this device is not wireless, at it requires an optical audio cable, so there would be a limited ability to place it around the room. It would be better to have a truly wireless option to allow for the best positioning without limitation.
The quality of this product is very high, and is perfect for the current target market of VR adopters who will be slightly more affluent than the average person.
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