Do you own a Virtual Reality (VR) headset or have you ever experienced it?
Virtual reality is an extraordinary technology which enables human immersion and telepresence into virtual environments through the stimulation of human senses. More frequently, through visual and hearing stimulation.
Schroeder (2008, p. 2) defines Virtual Reality as: “a computer generated display that allows or compels the user to have a sense of being present in an environment other than the one they are actually in and to interact with that environment”.
- Schroeder, Ralph. “Defining virtual worlds and virtual environments.” Journal For Virtual Worlds Research 1, no. 1 (2008).“
And the possibilities derived from this phenomena are endless.
Many studies have contributed, by showing the great uses for virtual reality, for example in relieving pain, journalism, and robotics. From a consumer perspective, virtual reality has changed the gaming industry and generated an astonishing revenue globally, with even greater predictions for 2025.
Interestingly, despite not being a “new” technology anymore, VR is still far from being a widely consumed product at individual consumer level, as compared with other devices such as video-game consoles and smartphones.
Recently at MusicStats.org we have initiated a new research project with the attempt to contribute to the discussion involving the perception towards Virtual Reality.
The study displayed here represents a descriptive stage in which we aim to gather an overview of respondent’s perception towards different VR, certain behaviors related to the technology and general attitudes.
Overall, the project will include also:
- In-depth interviews with specific demographic groups
- Laboratory experiments with participants in different business contexts
HOW TO PARTICIPATE
You can participate by clicking HERE (will open on a new window or tab) or simply answering the survey below: