As people are showing the Rift to friends, word will spread that VR can be that good. So I'm not so worried in terms of adoption of the Rift.
We're always doing a lot of user studies on health and safety. We take it super seriously. But if you look back at the history of most new big technology breakthroughs, there is some element of controversy around what impact is it going to have.
We continue to see more and more of that - games we didn't necessarily know would work in VR until a developer goes in and discovers the game mechanic that makes it come together. Sure enough, hockey can be a great VR experience.
We've spent a lot of time on ergonomics. That was something we found to be really important as we iterated on the headset, from developer kits to Crescent Bay to the Rift.
Windows never planned for a VR device. When you plug a HDMI cable into the computer, Windows thinks it's a new monitor. The desktop blinks. It tries to rearrange windows and icons.
When you look at this and where it's all going, the hardware business requires a lot of investment. It's very hard, it's very expensive, and ramping up hard on any given platform, whether it's a console or any kind of PC or mobile device, going into the hardware business requires a lot of investment.
I think people have an appetite for VR at $200, $300, $400. It's something so new and improves so quickly, people do have an appetite to buy that. If people are getting a new VR headset every two or three years that's incredibly improved, you want to go do that.
The University of Maryland was an inspiration for me, and the relationships I made there have lasted a lifetime.
This is a whole new world to explore as a developer to go in and learn these new gameplay mechanics, to learn what it's like to actually control a character from a top-down, 'God's eye' view, and to figure out how the game camera can be controlled by the player's head.
That's what we're all about: delivering a really comfortable VR experience that everybody can enjoy and afford.
You put on this set of goggles, and within seconds, your brain is convinced you're now in a different, virtual environment. You're somewhere else, and that somewhere else may be a video game, it may be in a real-time movie, a museum exhibit, or a medical surgical training app.
I think a lot of people have an idea of virtual reality from science fiction, books and movies that have been out over the last couple of decades.
There's going to be a lot of collaborative social experiences with Rift and Touch.
There's going to be all different price points, and you get what you pay for. There's certainly low things made of cardboard that you don't put on your head, you just hold up little viewers that give you this glimmer of what VR could be.