70% of early adopters of VR/AR expect it to fundamentally change the way that consumers interact with media, education, work, social interaction and retail.
An extensive report by Ericsson, based on a survey of 9,200 consumers across the globe, found that there are a lot of people who see the technology having wide reaching effects on everyday life.
While early adopters could be expected to passionately espouse the transformative properties of VR, the study shows that non-adopters share their views.
Of the people that were aware of VR, but not yet invested in it, 60% agreed with early adopters that technology has the potential to revolutionise education, media and work.
So what is holding back the wider adoption of VR?
50% of early adopters believe that the current VR headsets, which limit movement are a major problem, with 20% already decreasing their VR use as a result.
20% also view sickness and nausea as major problem limiting adoption.
High expectations for 5G
Even with regards to mobile VR, the majority of early adopters only utilise the technology at home, due to battery drain and the awkwardness of wearing a headset.
One factor that could have a pronounced effect on mobile VR adoption is the widespread introduction of 5G.
A third of early adopters to help mobile VR by providing a stable, fast and high-bandwidth network. 30% believe 5G will make it possible for the majority of consumers to begin experiencing mobile social VR without hammering their batteries, while 25% believe it will reduce nausea.
Crucially, 5G could help users overcome one of the key adoption barriers: cost. 30% of early adopters will make VR and AR more accessible through cheaper data plans.
30% also believe that 5G will enable wireless headsets by providing a high-bandwidth and low-lag network.