Expect a long wait for widespread adoption of virtual reality
Los Angeles
AT the Electronic Entertainment Expo, all seemed right for virtual reality. Players were waiting in snaking lines - some for up to seven hours - for a chance to step into fantasy worlds. Crowds watched as players wearing VR headsets over their eyes reached out to pick up objects or shoot enemies that only they could see.
More than 125 VR exhibitors were at E3 this year, up 130 per cent from last year. Yet adoption of VR among consumers hasn't really taken off in the three years since it captured buzz in the wider world. An estimated 6.3 million headsets have sold worldwide - indicating that, even among the world's 2.6 billion gamers, few have picked one up.
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