Oculus VR Business Analysis

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Oculus VR is a company founded in 2012 dedicating to the development of virtual reality technology (Oculus VR, n.d.). The first and main product of Oculus VR is a head-mounted display named Oculus Rift. The key person at Oculus VR is Palmer Luckey, a 22-year-old enthusiast of virtual reality, the inventor of Oculus Rift, and the original founder of Oculus VR. He launched a Kickstarter campaign online to raise fund for the research and development of his idea of an advanced virtual reality headset, and first introduced the product and company to the public. The campaign was a huge success, which brought Oculus enormous attention from the technology world and investors, as well as more than $2.4 million funds (Oculus VR, n.d.). However, the time …show more content…
When the device is worn, the user will be presented an immersive computer-generated environment, such as a game environment, or a distant place in the universe (personal communication, March 25, 2014). Though the user is not physically in that space, the visual and acoustic effects will make the user feel like it is real. Oculus Rift is equipped with a 1080p OLED display, and a head movement tracking sensor that will adjust the images displayed to user according to the head movements (Rubin, 2014). Though this product is originally designed for immersive gaming experience, the developers are holding hopes that it will bring a revolution to not only the gaming, but also other entertaining industries, personal communication, and social relationships (Smith, …show more content…
The product is the most mature model so far, and the company has partnered with multiple companies that provide either technology supports or gaming content to provide the best user experience (Moser, 2014; Robertson; 2014). This blank segment of market leaves extensive opportunities for Oculus to attract consumers. Also, based on the theory of order effects in consumer psychology, to be the first product in this category holds the advantage of leaving a deeper impression, longer memory, and possibly more trust of this brand and product (Asch, 1946). While the disadvantages of being the first one in the market is that consumers have little familiarity (Bornstein, Leone & Galley, 1987) of this product, limited knowledge of virtual reality technology, as well as lower recognition of the needs to purchase this product. It might be a challenge to introduce a new technology, generate brand awareness, and create consumers’ need for a very niche product. Moreover, it is still a technological obstacle that Oculus Rift has to be connected to either computers or smartphones, and can only be used by one user at one time. It reduces the sharing ability and mobility of using this entertaining device (Kelly,

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