The push of VR toward mainstream adoption is at an interesting moment. On the one hand, we have more VR headsets on the market than ever before powered by technology from Microsoft, Facebook, Sony and Google, with manufacturers including Samsung, Acer, Lenovo, Dell and HP all trying to cut off a piece of what is still a small market.
On the other hand, it was a tough year for many of the VR developers out there who found themselves struggling with low adoption numbers. One of the early social VR apps, AltspaceVR, ran out of money and its remaining team got swiped up by Microsoft. Meanwhile, one of VR’s earliest and biggest proponents, CCP Games, halted all its VR work. Those are just two of the highest-profile situations. There are many more examples of developers struggling in 2017.

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