gamerista.net 2014 oculus rift dk 1 virtual reality user experience survey
TRANSCRIPT
OCULUS RIFT DK 1 VIRTUAL REALITY USER EXPERIENCE SURVEY
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VIDEO GAME R & D
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DIGITAL VIDEO GAMES STRATEGY
USER AND AUDIENCE EXPERIENCE TESTING & RESEARCH
ADVANCED VIDEO GAME DEVELOPMENT
DIGITAL VIDEO GAMES INDUSTRY ECOSYSTEMS MARKET RESEARCH
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STUDIOS & LAB
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$2 BILLION
REALITY IS REALLY REAL …
FACEBOOK 2013 PURCHASE OF OCULUS RIFT
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OUR SURVEY SHOWS THAT USERS WERE VERY ENTHUSIASTIC ABOUT THE RIFT DK 1 USER EXPERIENCE. THE MAJORITY OF THOSE SURVEYED FOUND IT “TOTALLY COOL”. ALMOST 80%, FOUND THE RIFT EXPERIENCE “MIND-BLOWING”.
OR Development Kit 1 (DK 1)
THE SLOWER FRAME RATES FEATURED ON DK 1 CONTRIBUTED TO A SIGNIFICANT NUMBER OF USERS REPORTING HAVING SOME FORM OF DISORIENTATION OR DISCOMFORT. THE NEWER DK 2 AND FUTURE MODELS FEATURE HIGHER FRAME RATES (Frame rate is a partial contributor to user virtual reality disorientation and nausea).
WHILE DK 1 USERS TESTED WERE ONLY ABLE TO EXPERIENCE LIMITED DEMOS, PROTOTYPE GAMES AND APPLICATIONS, MOST FELT THAT GOOD FUTURE CONTENT WILL DRIVE ADOPTION OF RIFT AND VIRTUAL REALITY IN GENERAL.
THE TOP 3 PLATFORMS USERS WOULD PREFER TO HAVE RIFT EXPERIENCES ON ARE: PC, SONY PLAYSTATION 4 AND STEAM.
ALMOST 80%, ON AVERAGE, WOULD RECOMMEND A RIFT PURCHASE TO A FRIEND WHEN IT BECOMES COMMERCIALLY AVAILABLE.
USERS GENERALLY LOVED RIFT DK 1 …
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RIFT: SMART OR DUMB MONEY?Facebook surprised everyone in December, 2014 and purchased Oculus Rift (OR) for an astounding $2 billion. At the time, OR had no commercially available product nor any revenues as a startup company in the R & D stage of growth. Many lauded the Facebook move as a visionary bet on a whole new user experience paradigm. Time will tell. At the time of the Facebook acquisition, OR only offered one experimental R & D head-mounted display (HMD) known as Development Kit 1 (DK 1 or “Rift”) to approximately 60,000 OR developers on a limited basis. The Facebook acquisition has resulted in major acceleration and growth in the Rift development effort. New R & D versions of the Rift HMD are being introduced regularly.
OUR OCULUS RIFT “OPEN SOURCE” CREATIVE COMMONS ATTRIBUTION SURVEY
Our Oculus Rift DK 1 User Experience Survey was developed to gather initial user experience impressions of the Rift DK 1. Our commitment to those surveyed was that we would keep their responses and profiles blinded, nor would we use these findings for commercial gain. Respondents were told we offer the findings for free to all, in order to help the Rift development community and beyond. These data may be used by anyone with the caveat that they must credit and provide
attribution to gamerista TM
(c) 2014 (www.gamerista.net) if used in other presentations or derivative works and not be used for commercial gain under the Creative Commons - Attribution Non-Commercial License.
NEW IMPROVEMENTS SINCE DK 1 RELEASE
Virtual reality is not new. It has a long and uneven history going back many decades. We will not review that history but rather provide some data from user experience surveys we conducted in the first half of 2014, when the Rift DK 1 was released.
As such, these data are now confined only to the DK 1. Rift DK 2 replaced DK 1 in August, 2014. The “Crystal Cove” Rift HMD release was announced in September, 2014, and is projected to replace DK 2 in April 2015. Despite the many improvements and innovations which have been made to the R&D versions of the Rift HMDs, no commercial product was available in the general marketplace as of November, 2014. OR has announced a number of future plans, including a development partnership with Samsung to use its mobile Samsung Note 4 phone in a portable MMD without wired connections (a/k/a “tetherless headset”).
OR Development Kit 1 (DK 1) May, 2013
OR Development Kit 2 (DK 2) August 2014
Crystal Cove April 2015
THE FUTURE OF VIRTUAL REALITY
Our Oculus Rift DK 1 User Experience Survey was conducted to gather first user experience impressions of the DK 1. Most users surveyed had either seen a DK 1 demo at a trade show (45%) or said they were DK 1 developers themselves (44%). While this R & D version of the Rift is now obsolete, this survey does provide some interesting insights into how new users and developers experienced the Rift in its first “demo” offer. As such, there are some lessons to be learned about the future of the Rift and HMD-based virtual reality user experiences in general.
SURVEY DISCLAIMER & SAMPLE SIZE
gamerista TM has no commercial ties to Oculus Rift or Facebook and independently conducted an
anonymous online user survey from December 2013 to March, 2014. We had 29 completed blind responses to a set of 14 questions on the OR Rift DK 1 user experience. In the field of User Experience Testing, a sample of 7 to 10 users is considered valid and survey design research shows that results do not vary significantly if the sample is expanded exponentially.
Initial development HMD with 60 fps frame rate
Second generation HMD with 75 fps frame rate plus positional tracking added
Third generation HMD with 90 fps frame rate, plus 3600 tracking added
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TRIED RIFT AT TRADE SHOWS…
How often have you ever used Oculus Rift?
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TAKEAWAY
THE MAJORITY WERE FIRST TIME USERS, SO THERE WAS A “NOVELTY” EFFECT WHICH MAY HAVE CONTRIBUTED TO THEIR REACTIONS.
ENJOYED THE HEADSET EXPERIENCE
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TAKEAWAY
MANY ENJOYED THE RIFT HMD, BUT MOST FELT FORTHCOMING IMPROVE- MENTS COULD HELP MAKE IT BETTER.
What is your overall reaction to wearing the OR headset?
FRAME RATES & GAME STICKS
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TAKEAWAY
WITH A MIX OF TRADE SHOW DEMO USERS AND DEVELOPERS, WE ASSUME ONLY THE DEVELOPERS KNEW ABOUT CONFIGURATION DATA ISSUES AND FRAME RATES.
If you are familiar with configuring OR, did/do you do any of the following things in using the OR?
RIFT MOSTLY USED WHILE SITTING
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TAKEAWAY
MOST USERS SAT DURING DEMOS AND IN OTHER VENUES SUCH AS A DK 1 DEVELOPER’S STUDIO.
When you wear (or wore) the OR headset, were you standing or sitting or both?
MOSTLY PREFFERED SITTING
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TAKEAWAY
SITTING SEEMS TO BE THE PREFERRED MODE OF USING RIFT TO DATE.
Which position do/did you prefer when wearing and using the OR headset?
WEARING A HEADSET IS A NOVEL EXPERIENCE
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TAKEAWAY
THE VAST MAJORITY FOUND THE RIFT HMD COMFORTABLE TO WEAR OR DIDN’T HAVE ANY NOTABLE DISCOMFORT.
What was your physical experience of wearing the OR headset the first few times?
RIFT FELT “TOTALLY COOL”
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TAKEAWAY
WHILE THE MAJORITY OF USERS HAD A “TOTALLY COOL” EXPERIENCE, A SIGNIFICANT NUMBER EXPERIENCED SOME FORM OF VR DIS-COMFORT AND DISORIENTATION.
Once you were in a game or app environment wearing the OR headset, how did it make you feel physically?
HANDLING RIFT VR DISORIENTION
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TAKEAWAY
MORE THAN HALF OF THOSE WHO HAD VR DISCOMFORT OR DISORIENTATION ADAPT-ED TO THE EXPERIENCE.
If you felt/feel disoriented and/or nauseous while wearing the OR headset, what do/did you do about it to stop it?
MAJOR RIFT GAMES & APPS TRIED
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TAKEAWAY
USERS HAD TRIED MOST OF THE COMMONLY AVAILABLE ORIGINAL DEMOS AVAILABLE FOR DK 1 AT THE TIME.
What OR DK 1 supported games or apps have you tried?
LIKED THE DEMOS SEEN BUT…
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TAKEAWAY
MOST USERS LIKED THE GAMES THEY SAW AND WANT MORE IN THE FUTURE AS THE RIFT DEVELOPS.
Which statements best describe your experience with OR and the games and apps you have tried?
PC’s, PS4 & STEAM PREFERRED
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TAKEAWAY
RIFT USERS AND DEVELOPERS WANT TO SEE IT ON THEIR TRADITIONAL GAMING PLATFORMS.
What game platforms would you most want to use with the OR in order of preference?
CONSUMERS WILL ENJOY THE RIFT
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TAKEAWAY
THE VAST MAJORITY OF THOSE TESTED FELT THAT CONSUMERS WILL BUY AND USE RIFT ONCE AVAILABLE AT THE RIGHT PRICE POINT.
Do you think that based on the overall virtual reality experience you had with the OR headset, that most people will enjoy them and use them?
CLOSE TO A MINDBLOWING EXPERIENCE
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TAKEAWAY
WHEN ASKED TO RATE THE OVERALL RIFT EXPERIENCE ON A SCALE, ALMOST 80%, RATED IT A “MINDBLOWING” EXPERIENCE.
How would you rate your overall experience using a OR headset, where "10" is "MINDBLOWING!" and "1" is "TERRIBLE".
WOULD RECOMMEND TO A FREIND
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TAKEAWAY
ALMOST 80% OF USERS SURVEYED SAID THEY WOULD RECOMMEND BUYING A RIFT HMD TO A FRIEND.
PRICE POINTS WERE NOT ASSESSED. THAT COULD POTENTIALLY IMPACT THIS RESPONSE GREATLY.
THAT SAID, MANY DEMO USERS AND MOST ALL OR DEVELOPERS ARE ANECDOTALLY AWARE THAT THE TENTATIVE PRICE WOULD BE AROUND $300 TO $400 US.
How likely would you be to recommend to a friend to buy an OR headset when they become available?
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VIDEO GAME R & D
DIGITAL VIDEO GAMES STRATEGY
USER AND AUDIENCE EXPERIENCE TESTING & RESEARCH
ADVANCED VIDEO GAME DEVELOPMENT
DIGITAL VIDEO GAMES INDUSTRY ECOSYSTEMS MARKET RESEARCH
FOR FURTHER INFORMATION
gamerista TM (c) 2014 www.gamerista.net
CREATIVE COMMONS - ATTRIBUTION NON-COMMERCIAL 4.0 INTERNATIONAL LICENSE
gamerista TM
STUDIOS & LAB
AUSTIN STUDIOS, RED BUILDING, #401 1901 E. 52nd. STREET AUSTIN, TEXAS 78723
+1.512.825.6866 - Direct +1.512.897.7100 - Main [email protected]
www.gamerista.net @thegamerista facebook.com/gamerista