Question: looking at this first batch of data, what were some of the key takeaways for you? The second most important influence among male VR gamers
looking at this first batch of data, what were some of the key takeaways for you? The second most important influence among male VR gamers is quality of graphics. Nearly sixty percent of non-VR gamers are female. For this population, the top barrier to VR gaming is cybersickness. Approximately forty percent of non-VR gamers are male. For this population, the top barrier to VR gaming is the cost of a VR system. Among female VR gamers, the biggest impact on changing platforms would be fixing the cybersickness issue. Two thirds of VR headset users are male. For this population, having better game selection would be the top reason for switching systems
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