Facebook in $2 Billion Deal for Virtual Reality Company
International New York Times | 25 March 2014
Facebook
sees the future — a 3-D virtual world where you feel as if you are
hanging out with your friends rather than staring at their pictures.
To
fulfill that vision, the company announced on Tuesday that it had
reached a $2 billion agreement to buy Oculus VR, the maker of a virtual
reality headset. It’s a bet that a technology commonly associated with
science fiction can help eventually turn social networking into an
immersive, 3-D experience.
Virtual reality technologies give people the illusion that they are physically present in a digital world.
Mark
Zuckerberg, a co-founder and the chief executive of Facebook, said the
deal reflected his belief that virtual reality could be the next big
computing platform after mobile, a technology the company has spent most
of the last several years adapting to, for the most part successfully.
Facebook’s deal came as a surprise, because Oculus, a small start-up
that has not yet shipped a product to the broader public, is working on
what some view as a niche technology aimed at hard-core video game
players.
Mr. Zuckerberg, though, said Facebook had much bigger plans for its acquisition. “Imagine enjoying a courtside seat at a game, studying in a classroom of students and teachers all over the world or consulting with a doctor face to face — just by putting on goggles in your home,” Mr. Zuckerberg wrote in a post on Facebook.
With
the deal, Facebook is the latest Silicon Valley company to invest in
wearable hardware that reimagines how people will one day interact with
information and other forms of content. Google has taken a different
approach with Glass, its high-tech eyewear that overlays maps, messages
and other data on a transparent lens in front of people’s eyes, through
which they can still view their surroundings.
The
acquisition is one of several bets that Facebook, with about 1.2
billion users worldwide, is making in its effort to anticipate the
future and secure its dominance of social communication.
For
example, last month, the company announced it would buy WhatsApp, a
mobile messaging app, for $16 billion plus as much as $3 billion in
future payouts. That purchase was a bet on the fast growth in mobile
messages, a type of one-to-one communication that largely bypasses
Facebook.
More
recently, the company has tried to leverage its strong position in
mobile applications into new mobile markets, and Mr. Zuckerberg seemed
to suggest that Oculus, which now requires the horsepower of a personal
computer, could one day work on mobile devices.
James
McQuivey, an analyst with Forrester Research, questioned Facebook’s
strategy in buying Oculus, because he does not believe virtual reality
has compelling applications beyond gaming.
“The fit is so poor,” he said. “You could easily have done some kind of partnership.”
And
Brian Blau, an analyst with the research firm Gartner who worked in
virtual reality over two decades ago, said that back then, “Virtual
reality had hip, hype and hope.” He added, “Unfortunately the story is
still the same today.”
Oculus
Rift, the headset Oculus VR is developing, is a boxy set of goggles
that envelops the eyes of its wearers, completely surrounding their
field of view with high-resolution screens that create 3-D images.
Motion sensors in the headset track the movement of a person’s head,
shifting their view on the screen and creating the feeling that the
wearer has an active presence in a virtual world.
Brendan
Iribe, a co-founder and the chief executive of Oculus VR, said Facebook
would be able to use the technology to allow avatars representing its
members to interact with one another — perhaps by socializing at online
parties.
“If
you can see somebody else, and your brain believes they’re right in
front of you, you get goosebumps,” he said. “You start to realize how
big this could be.”
For
tech fanatics, virtual reality is a long-running dream that has never
quite made the leap from Star Trek and other science fiction fantasies
into a product that ordinary people would buy. It has made modest
inroads in some industrial and medical applications — for treating
post-traumatic stress disorder in veterans, for example.
There
is hope among virtual reality aficionados that now may finally be the
technology’s moment. Essential components for virtual reality headsets,
like high-resolution screens and motion sensors, are now relatively
cheap and plentiful because of the boom in mobile devices, allowing
companies like Oculus VR to make higher-quality, better-priced products
than those in the past.
Oculus
has sold more than 75,000 of its headsets to game developers, but has
not announced when it will release a version to the public.
Sony recently said that it, too, would create a virtual reality headset for its PlayStation 4 game console.
Facebook
is paying $400 million in cash and about $1.6 billion in stock for
Oculus, with up to $300 million more depending on Oculus’s performance.
Antonio
Rodriguez, an Oculus board member and general partner at Matrix
Partners, one of the two largest institutional investors in the company,
said in an interview that Facebook had promised that Oculus could
operate largely autonomously within the larger company, much as do
WhatsApp and the photo-sharing service Instagram, which Facebook
acquired in 2012.
Although
Facebook plans to continue the development of Oculus’s gaming hardware,
there are many other applications longer term. “People will build a
model of a place far away and you’ll go see it,” Mr. Zuckerberg said
during a conference call. “It’s like teleporting.”
About
40 percent of the time that people spend online on computers is on
gaming, Mr. Zuckerberg said, and 40 percent is on social communication.
“You need to fuse both of those together,” he said.
According
to a person involved in the deal who was not allowed to speak publicly
because he was not authorized by either company, Facebook eventually
plans to redesign the Oculus hardware and rebrand it with a Facebook
interface and logo.
Some
developers were not happy about the deal. “We were in talks about maybe
bringing a version of Minecraft to Oculus,” said Markus Persson,
creator of the popular game, on Twitter. “I just cancelled that deal. Facebook creeps me out.”
Palmer
Luckey, the 21-year-old co-founder of Oculus VR, said Facebook’s huge
audience and resources would help give the technology backing that it
has never had before. “This is the best shot virtual reality has ever
had and probably will ever have,” he said.
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