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I use my Quest pro to play video games that trick me into cardio workouts. Due to my body tiring out and the battery life, I play a max of two hours a day. It
by chaostheory 3y ago
I use my Quest pro to play video games that trick me into cardio workouts. Due to my body tiring out and the battery life, I play a max of two hours a day.
It probably eats up less than half of my video game time. I find that I play less video games now since VR is a different experience from pupetting an avatar with a game controller. You tend to use your whole body, which is great if you cant find the motivation to workout.
- wpietri 3y agoThat makes sense. One of the interesting questions for me is whether VR will get other platforms to take this use case more seriously. I have a Switch and regularly play Fitness Boxing. It's great in that I'm much more likely to stick with the workout versus just doing calisthenics on my own. But the fitness catalog is limited. I'd love for the next generation of the Switch to include better motion control so that movement games can be richer.
- chaostheory 3y agoGood news: nearly every VR game on the Quest (that isn’t 3rd person) is a fitness app even though it’s unintentional. There is a ton of variety. Feel like boxing one day, slashing ninjas the next, rowing a boat, riding a bike, slashing boxes with lightsabers, dodging bullets like neo; all of that is possible and the variety is nice even with the small market VR has now. (I believe that will be the same with Apple Vision) I think the quest 2’s price point is back to being close to the Nintendo switch. As a personal anecdote, I lost 15 lbs playing VR video games. Every time I don’t have the motivation to workout, I just tell myself that I’m just going to play some video games.
- wpietri 3y agoSure! But I would enjoy most or all of those the same way I play Fitness Boxing: with a screen. I think what makes VR good for fitness is the motion controllers, not the facehugger stereoscopy. Conversely, when I rented the Quest, the kids ended up playing Beat Saber by sitting on the couch and twitching their wrists. They liked it, but they didn't find the motion part compelling. So although I totally believe you and others get fitness value out of VR, I just think that's not an intrinsic to VR.
- chaostheory 3y ago> I just think that's not an intrinsic to VR It is for now for at least half or more of the current apps. The exceptions tend to be the driving or flying sim games. Developers do try to cater to less active users, but from my personal observation if you don’t like being active then you probably won’t enjoy VR in its current state, which your first hand experience supports. It looks like Apple will change it though, and I’m sure their competition will copy them shortly
- wpietri 3y agoWhen I say it's not an intrinsic to VR, I mean that one can have physical motion games without having facehugger 3D, which currently defines the VR space. I'll note that Wii Sports came out in 2006, for example. And it sold 8.9 million copies. But I also note that motion games remain a niche interest. I like them a lot, but they're a small fraction of game usage. That suggests to me that VR can't bank on that as a big enough consumer interest to keep VR economically viable.
- chaostheory 3y agoThere are a trickle of games that are not first person. This will grow as the anemic VR AR market grows. VR’s biggest problem isn’t 1st person interaction, which btw isn’t a gimick like the Wii. It’s that most adults are intimidated by the face bucket of isolation UX. People won’t even try it let alone buy it to use it enough. Until XR can get over this hurdle, I feel that we won’t really know what people like or dislike. It’s also hard to make good predictions and assumptions about a technology that you’re not really using yourself
- wpietri 3y ago> It’s also hard to make good predictions and assumptions about a technology that you’re not really using yourself I'm not sure being a dedicated user makes forecasting any easier. E.g., the cryptocurrency skeptics were generally much more accurate than its ardent users. Having bought in often makes proponents of people. And people who use something but don't study how others use it may overgeneralize their personal experience. Regardless, I try VR on occasion. I just don't weight my own experience very heavily, because there are plenty of successful things that aren't for me, and plenty of things I love that are terminally niche.