Visitors try VR games at an industry expo in Shenzhen, Guangdong province.
(ECNS) -- About half of consumers responding to a recent survey were unsatisfied with their virtual reality (VR) experiences, Economic Information Daily reported, citing Jiangsu Consumers Association.
The association's survey results on VR glasses showed 48.76 percent of consumers reported poor VR experiences due to two main factors -- dizziness caused by the glasses and inadequate content.
Dizziness caused by VR glasses was far stronger than that experienced by viewers of 3D movies, said respondents, with 20.87 percent reporting dizziness and other uncomfortable feelings within 10 minutes of using the glasses.
Consumers at a VR experience store in Nanjing, Jiangsu Province felt sick after watching a VR movie for just six minutes, and some even felt like vomiting. Better VR equipment caused less dizziness, but the sensation continued as the time spent wearing headsets increased.
To date, head-mounted display devices remain incapable of providing proper focus, the main cause of dizziness and biggest technological hurdle facing the VR industry, said Cao Xuan, a doctoral candidate based in Beijing.
Despite poor experiences, 88.43 percent of respondents said they have heard of VR and only 3.31 percent had no idea about it, while 76.27 percent would consider buying VR glasses in future.
The survey also found that 64.55 percent of respondents have used VR devices to enjoy movies and games. If the VR industry fails to update movies, games and other content, it could be eliminated by the market, the report warned.
Wu Xiaofeng, director of the strategic investment department of SMG, said some companies have already been forced out due to lack of interesting content, but he predicted a boom in domestic VR videos in the coming three to five years.
Some VR devices offer thrilling experiences, which could pose health hazards to certain users, the report warned.
Zhao Xin from Jiangsu Consumers Association said some gadgets were a big burden on the nose, caused overheating of smartphones connected to them, or had design flaws in their own cooling systems.
He called on manufacturers and content providers to improve technology and services for better and safer VR products.