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Re: bigcat11 post# 2848

Friday, 12/09/2016 2:38:55 AM

Friday, December 09, 2016 2:38:55 AM

Post# of 4632
Initial sales reports for VR are down; thus far VR as a category is not meeting sales expectations. Reports are that even Sony has cut its projections. Story is that it is a combination of devices being too cost prohibitive between device and PC hardware required to not solid enough content. Consensus is that it is potentially too much of a gimmick, very solitary and not social, and just plain too early. I think entering the market with a small scope VR product within the next year would be a good idea, but it needs to be part of a portfolio that focuses on the bigger market to satisfy a wide array of customers and things to "play on." I think a lot of people jumped onto the VR bandwagon because it was what was talked about "on the street" as the new, cool thing when, in reality, it is all about the content. "Content is king," as they say. All this said, story after story tells that making this stuff is expensive with budgets for the noteworthy products (on any platform) being several hundreds of thousands of dollars to multi-million dollar for the big heavy-hitting stuff. I am sure that if you'd like to help pay for the development of the content they'd gladly take your call.

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