Why Hasn't Kinect Enabled VR to Cross the Chasm?

In terms of product,  #Microsoft really nailed it with the #Kinect. They had a product that could easily have been the pioneer of virtual reality – what the iphone was to smartphone – but they didn’t pull it off. Some background on why it’s awesome:

1. The product is awesome. It had the foundation for creating 3D rooms, which I think will be huge: http://techcrunch.com/2014/05/14/clever-kinect-hack-brings-this-guys-full-body-into-virtual-reality/
2. In addition to games, it had the compelling real world use cases that ooze disruptive innovation (i.e. opening up new markets that were previously inaccessible): http://www.virtual-reality-rehabilitation.com/a/virtual-reality/what-is-virtual-reality

So how come it’s not a huge hit? 

1. Marketing. Clearly, #Microsoft has some product marketing issues. Hopefully the recent downsizing and reorganization fixes that, but until that gets solved, they will always have some very basic but incredibly important issues. The Kinect’s value proposition isn’t simple enough, what is isn’t clearly communicated, how to get it and install it isn’t simple enough either. Just inadequate product marketing all around. 
2. Pricing and Positioning. They tried to promote a Kinect as a $500 gaming console. That’s too high of a price for too broad of a market. Maybe 3D game centers at entertainment venues would be better, or the specific industrial uses of Kinect. In other words, B2B rather than B2C. 

Still, though, Microsoft has Kinect, a partnership including partial ownership of Facebook, and Skype. With Facebook comes the connection to #Oculus Rift. So maybe there’s still hope.  
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