Therefore, as immersive VR technology is still a relatively recent phenomenon and as this technology has only recently been adopted as a standard by game developers, one has to wonder whether it will lower the cost or raise the cost of video games. Are we likely to see higher prices of games that will incorporate the VR or will it change the pricing model of the games completely?
Firstly, launching VR games also tends to be more expensive than producing regular ones since development of this type of games demands more resources. Due to complicated design and the creation of complex experiences with game elements, such games often require more resources from their developers; this also may increase their production costs. Thus, critics have suggested that some VR games might be costly because the developers must invest in the technology.
However, the market is growing, and more consumers are using VR, and hence more companies will be attracted to the market to grab this opportunity for the extensive production hence economies of scale. This may be due to competition by players that are currently developing the VR experience as the aimed consumers may be persuaded by price determination strategies to go for the VR machines. It can potentially lead to various price levels for the VR games which is another thing which can be achieved with time advancements and spread of technology.
In addition, subscription services for the delivery of VR games and distribution services may alter the current pricing model for VR games since the costs will be covered in the subscription fee paid by the consumers. One can pay a membership fee and play as many games as possible from the video game library indicating that subscription services may help expand VR gaming due to its cheaper cost in the long run compared to buying a new game. The on-line distribution services removed the necessity of having the product distributed through standard retail stores that mean that developers can achieve lower costs of distribution and they had more opportunities to set minimal prices.
Moreover, an assumption discovered was that customers may perceive the value of Virtual Reality experiences in relation to the price. It may be easier to convince consumers to pay higher prices for the enhanced and unmatched VR games since they have the potential of providing experience that cannot be found in regular games. On the other hand, setting Sr. 2000 was deemed too expensive when considering the potential buyers or market penetration.
Thus, it is essential to appreciate that while considering the effects that the VR has on the prices of video games, one needs to bear certain factors in mind, such as the costs of manufacturing, market competitiveness, and consumer demand. Despite the potential of integration of VR impacting the price of the end product at this point however when thinking about the future of VR gaming one has to think of possible new models and strategies of pricing technology within the ever advancing gaming industry.