7 Virtual Reality Mistakes You’re Making

When virtual reality was first introduced as a concept, it was all about how immersive the experience would be. You’d put on your headset and find yourself in an entirely new world, with no way to tell what was real and what wasn’t. The technology has advanced, but not everyone realizes the mistakes they’re making with VR; if you want your content to succeed, these are the seven mistakes you need to avoid.

1) Not considering how best to use virtual reality

Before you make your first move into virtual reality, it’s important to consider how best to use virtual reality. By considering how you’ll use vr and what you’ll do with it before jumping in headfirst, you can save yourself some trouble down the road by avoiding common mistakes made by beginners.

2) Focusing on gimmicks instead of content

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VR offers a dizzying array of different activities and experiences, from sports to role playing to virtual shopping. But before you start working on these experiences, ask yourself how they serve your users. If your app can’t solve a problem or deliver value in a unique way, leave it out of your VR product or at least put it on hold until you can make it special. The last thing you want is for users to enter virtual reality and feel like they left reality: bored and uninspired.

3) Not focusing on creating quality content

Many virtual reality (VR) start-ups focus on creating content that’s as immersive as possible, to give users an experience like no other. While it’s good to add a sense of wonderment to your VR experience, you should first prioritize creating quality content. Users might not mind being thrown into a brand new world with minimal guidance, but there are certain design elements that are necessary for making sure their experience is seamless.

Quality Content Remains the most Important Aspect of Virtual Reality

4) Expecting everyone to be a fan of virtual reality

US Sports | VR E-Sport LAN Party

A common mistake is for people to expect everyone to be a fan of virtual reality. People like things that are familiar, and something as outlandish as virtual reality might be far from their comfort zone. It’s important to remember that there are going to be some people who don’t want anything to do with VR because it doesn’t appeal to them personally.


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5) Hiring an amateur for your VR project

It may seem tempting to just hire someone without a lot of experience, but remember: you’re entrusting a large part of your business to them. They are not only responsible for building something that will likely launch with you or alongside your company’s product or brand, but also need to ensure that it is on par with what people expect. Make sure they have completed at least one VR project before and aren’t new to their software.

6) Crediting social media activity as engagement in VR

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VR is so new that most companies are just now exploring how to use it. It’s difficult to say what will work and what won’t. This means that anyone claiming they have their social media strategies already sorted is lying—especially if they’re saying they know what works in VR. What works today may not work tomorrow, and vice versa.

7) Thinking there will be no consequences if you make mistakes

Palmer Luckey | The founder of Oculus VR and designer of the Oculus Rift

The truth is, there are consequences. There’s no better example of that than what happened to Oculus Rift creator Palmer Luckey. He was a VR celebrity who had a net worth of $700 million.

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