Here's some advice for the burgeoning VR industry. These suggestions are for the hardware, content, and integration people alike, notions that will help you effectively reach and scale in the K-12 and university market place:
- improve the digital quality and feel of your VR graphics;
- employ more favorable pricing for cash-strapped schools, small-sized schools, and rural schools;
- realign your volume purchase schedules to create greater incentive to buy (currently many pricing schedules unkowingly disincentivize customer purchase);
- offer a straight-out purchase solution (as opposed to annual pricing structures, which are distasteful, painful, and unsustainable to most schools).
Many great VR products develop minimal sales traction when they unkowingly pursue a pathway toward pricing failure. Just saying.