I’ll start up this article with a bold and assertive statement: VR porn is the most successful and promising application of the virtual reality technology, as well as the only kind of software that consistently delivers content and pushes the technical boundaries of the headset.
And there are very little arguments to support opposition to this fact. It’s hard to think about any other field that develops and supports the medium as proficiently, prodigiously, and prolifically as the output of VR porn studios.This mostly happens due to the fact that virtual reality is generally regarded as just another gimmick, a mere extension of the 3D technology with very expensive hardware that only appeals to the needs and requirements of a small niche.
VR start-ups and initiatives have been trying to take off the ground for a little more than two decades, and it just seems like the planets have aligned this time: we have far more advanced technology than in 1995 when Nintendo released the rather primitive and anti-ergonomic Virtual Boy gaming console, the distribution of digital content has reached an unprecedented ease, speed, and scale, and the science and practice of marketing have exponentially grown to the extent that they can sell us unnecessary technological devices by pointing out rather pointless new features (why else would we want to replace a perfectly-functional iPhone 5?).
How are you supposed to sell a very expensive piece of hardware that hasn’t yet reached a more advanced state of polishing and adaptation to the consumer market?
There hasn’t been enough consumer-oriented testing, and the process seems to revolve much more around research and development. Even though the Oculus and the Vive have been available for mass consumers for almost a year and there has been a massive media campaign to promote them, there are still billions of people who never had the chance to test any kind of VR headset! And this is a major flaw in the marketing strategy, it is expected that people will buy according to what they expect after reading opinions and hearing good recommendations.
It’s probably thought that the massive advertisement campaigns for the headsets will bring about the impressive sales the industry hopes for, and the users will no longer be a part of a small niche of geeky enthusiasts. However, the marketing is conducted according to the principles of selling to the more casual masses, as part of quantitative economic model. It’s probably expected that mass sales will generate the economy of scale effect, and the prices will consequently drop. The problem is that we’re talking about the same kind of people who rejected 3D televisions because they didn’t like wearing special glasses and always sit at the right angle.
Naturally, there is a lot of potential in products such as Oculus Rift, HTC Vive, the Gear VR for phones, as well as the Playstation VR headset (not to mention the dozens of knock-offs and upcoming products that will be launched by tech giants). These devices are mostly promoted as gaming accessories, as software developers are focusing on immersive and interactive content, but there are also various experiences that can be had with the technology.
Yet the main question is: how are you going to sell a system or accessory without the proper games? For example, Nintendo has Mario, Zelda, Metroid, and Super Smash Brothers games for every new console they release, and these franchises are more than enough of a reason to make you want to purchase the system. Similarly, Playstation has God of War and Gran Turismo, while Microsoft’s Xbox ensures high sales with every Forza Motosport and Halo title.
The problem is that neither Facebook/Oculus nor HTC have managed to secure great third-party deals with prestigious studios.
The gaming industry is still waiting for something big to happen in regards to VR and studios aren’t really keen on spending years on research and development just to release a product that can only be bought by limited number of users. It’s the reason why Nintendo’s WiiU has lost third party support: if the consumer audience isn’t large enough to generate profits, why bother?
There are so many technologically-superior systems that flopped, including the 3DO, the Atari Jaguar, and the Sega Dreamcast. Furthermore, even the Xbox Kinect, the peripheral Microsoft has bundled with the Xbox One (after years of research and development, and billions spent in the process) has flopped despite being very advanced and delivering unique experiences. And in all the cases presented, the retail price has been lower than $600 and $800 (the cost of an Oculus Rift and a Vive, correspondingly). Other major failures of advanced gaming technology pieces include the phone-console hybrid Nokia N-Gage, the online gaming console OnLive, and pretty much everything involving the use of 3D glasses. It should be noted that none of these require a $1000 computer and an accessory that costs another $600 to $800.
Accordingly, we’ve come to the conclusion that VR is very expensive, not properly-supported by gaming studios, and only delivers thrilling experiences to a small niche that’s ready to embrace this change in the way they experience entertainment. It was the same with 3D television and films: nobody really rushed to produce exclusive content, but rather used a hybrid approach. It’s the reason why we went to the theaters and watched films in 3D that only had a bunch of immersive scenes, while the rest of the content was identical to its 2D counterpart. It’s also the reason why very few 3D TV channels have began to air, just to shut down in a couples of years. Similarly, gaming studios might adapt their products to use the VR technology, but it won’t be anything spectacular unless it’s specifically developed for the medium.
Advanced technology requires exclusive software, and this is what virtual reality really requires: it must distinguish between what is nice to have to play with, and what can satisfy and deliver towards fulfilling a certain need. When you buy a VR headset, you will most likely get bored within a couple of weeks, since traveling around the world, skydiving, climbing Mount Everest, trying on roller-coaster rides, and playing games will only be fun for a short while.
Sure, it’s fun when you try it for the first time at an exquisite and exclusive tech demo event, it’s thrilling to own the piece of technology for yourself, you will be excited while you try the apps and make discoveries, but it all gets dull really fast. Developers can only put out new content once in a while and you have to wait for the big exclusive releases that Oculus and HTC-Valve have promised for their hardware.
But how often do you feel like having all these experiences anyway? It takes time, it takes a lot of space (you basically have to empty a whole room to be able to get the best enjoyment out of certain apps, especially the ones that require motion and touch controls), and you just have to feel in the right mood to do it. Furthermore, wearing the headset for long hours can be tiresome, sweaty, and bad for your ocular health. Playing long games like you usually do on a screen with a controller in your hand just won’t happen the same way and you will have to take breaks, relax, and train your neck muscles to support the extra weight with more ease.
Of course, it’s great for parties, it’s really nice when you brag about how tech savvy you are, but these are not fundamental needs that you cover with the VR headset. They’re simply means of obtaining a social status and ways to feel better about yourself. If a piece of technology doesn’t fulfill a basic need that you have, it will most likely collect dust within a couple of months.
However, pornography is consumed more often and frequent than any other kinds of media, and VR porn really delivers. Why aren’t the hardware developers promoting it as key software?
After presenting some of the main points of criticism in regards to VR technology, it’s time to present its strongest asset: porn. That’s right, it’s VR porn that brings an unprecedentedly-good experience and satisfies a basic need / physical craving that millions of human beings have.
Presenting the numbers for daily internet pornography consumption is redundant. Millions of people access porn sites on a daily basis to get their fix, and this habit somehow makes our society safer, with a well-documented and proved reduction of rape. The Unites States Justice Department has demonstrated with clear data that the number of sex assaults has declined significantly since the dawn of internet porn.Consequently, the more people watch internet porn on a daily basis, the safer we are in our day to day lives.
So if porn is this great and VR porn is its natural technological evolution, they why doesn’t it benefit from any support or official publicity? There are countless M-rated video games that feature realistic graphics, explicitly-sexual content, and violence… yet they somehow get promoted! Just think about the thrill about playing Grand Theft Auto 5 on your VR headset (which is possible with some limitations, as it’s just a community adaptation). What makes pornography so taboo?
The point is that VR porn should be featured and promoted as one of the applications for the VR headsets. It will certainly increase sales and stir interest from the non-gaming community. How are they planning to sell such expensive hardware to the masses if it doesn’t even satisfy a fundamental human need? You don’t want to play games every day, but the story with masturbation is really different: you can have a varied and exciting experience every day, and completely spice up your sex life. There are lots of people who have no idea about the capabilities of VR porn and still consume whatever they can watch on their PC monitors, and this is absolutely sad. Come on, Oculus-Facebook, HTC-Valve, Samsung, Google, Lenovo, and everyone involved in producing the peripherals! Support this great medium, it will certainly increase sales and generate an unprecedented interest in purchasing your expensive pieces of hardware!
In conclusion, I will make a list of the advantages VR porn has over every other applications of the VR technology:
- Content is produced really fast, and there are new films being released every day. In contrast, games and more elaborate apps take years to develop.
- The cost of production for films is very low, which consequentially makes it affordable and sustainable.
- It actually fulfills a basic need that will be satisfied frequently. Sexual cravings (or feeling horny, if you may) are permanent and recurrent throughout an individual’s lifetime.
- It’s clearly superior to every other kind of porn, unlike certain games that don’t really bring improvements that justify embracing this new technology.
- It can be accessed and consumed by pretty much anyone older than 18 and it doesn’t require any instructions. You know what to do.
- It’s straight-forward and a film never lasts longer than 30 minutes. It’s more than enough to fulfill its purpose (your orgasm), and in this short period it won’t cause any fatigue, neck strain, dizziness, or eye problems. It won’t affect your health negatively!
- You don’t need to move, which means that setting up and empty room just for VR isn’t required. It doesn’t take a lot of space and you can sit on your couch really comfortably.
So dear Facebook-Oculus Rift, HTC-Steam, Sony-Playstation, Google, Lenovo, Sony, and every other VR hardware manufacturer,
Next time you advertise your product and brag about its capabilities, don’t forget to mention VR porn. It’s a lot more useful and convenient that any other software you can provide on a short and medium term basis. Also, creating apps for porn or allowing studios/websites/developers to add them to your stores could be a life-saver and sales-booster for your technology. Take this into consideration next time you realize sales aren’t doing quite as good as you expected.
dannyseun says
Porn industry is going to use and expand VR technology even if all other industries stop using it. So indeed its a savior for VR industry
Jack says
Nobody cared (or was too young to care) when the adult industry spearheaded the VHS/DVD/video-streaming market but porn was the biggest unsung hero and porn will be the unsung hero once again when people start buying VR headsets this time around to experience the revolutionary immersion that is VR porn. Middle of the road headsets like Samsung Gears will be bought in droves while high-end HTC/Oculus will stay niche. VR porn will be commonplace in about two years, while AR gets perfected.
VRJunkie says
watching porn for almost 15 years and I think VR Porn is the closest opportunity I can have to fuck the hottest babes with just simple clicks. If the adult industry is slow in adapting VR technology, no problem, I’m very willing to wait. lol
steel_rod8 says
VR technology is going to be used for porn industry in a big way… much bigger then all other domains.
obummer says
vr porn will eat the world 🙂