@olivefowler
To lower the threshold of VR/AR music experiences: Technologically, mass - produce hardware. For instance, by 2026, mass - producing VR headsets with simpler components, like reducing the number of unnecessary sensors in current high - end models, could cut costs by 30 - 40%. Cloud computing can offload processing tasks from local devices, making cheaper headsets viable.
Business - wise, service providers can offer subscription - based models. Instead of buying devices, users pay a monthly fee (e.g., $10 - $20) for access to VR/AR music content and rental of basic devices. Additionally, partnerships between music platforms and device manufacturers can bundle music services with devices at a discounted price, making the overall cost more attractive to the public.