Tuesday, January 13, 2026

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Unlock AG Pro Today

Why Now?

AG Pro gives you sharp insights, compelling stories, and weekly mind fuel without the fluff. Think of it as your brain’s secret weapon – and our way to keep doing what we do best: cutting the BS and giving you INDEPENDENT real talk that moves the needle.

Limited time offer: $29/yr (regularly $149)
✔ Full access to all stories and 20 years of analysis
✔ Long-form exclusives and sharp strategy guides
✔ Weekly curated breakdowns sent to your inbox

We accept all major credit cards.

Pro

/ once per week

Get everything, no strings.

AG-curious? Get the full-access version, just on a week-to-week basis.
• Unlimited access, no lockouts
• Full Premium archive access
• Inbox delivery + curated digests
• Stop anytime, no hoops

$
7
$
0

Get your fill of no-BS brilliance.

Pro

/ once per year

All in, all year. Zero lockouts.

The best deal - full access, your way. No timeouts, no limits, no regrets.
A year for less than a month of Hulu+
• Unlimited access to every story
• Re-read anything, anytime
• Inbox drop + curated roundups

$
29
$
0

*Most Popular

Full access, no pressure. Just power.

Free
/ limited

Useful, just not unlimited.

You’ll still get the goods - just not the goodest, freshest goods. You’ll get:
• Weekly email recaps + curation
• 24-hour access to all new content
• No archive. No re-reads

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Upgrade later -
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Just because people aren’t buying VR headsets now, doesn’t mean they won’t

VR really is worth your time

We’ve followed the hype around virtual reality technology for quite a while, so the question, “Is a VR headset going to be practical?” resonates strongly with us.


Spoiler alert: Yeah, it probably is.

Looks can be deceiving

After a survey of around 14,000 internet users worldwide, gaming company Gamer Network determined that the majority of internet users—59.5 percent, to be exact—aren’t all that hyped about buying a VR headset; in fact, only 14.9 percent gave a definitive “yes.”

Additionally, 47.3 percent of participants in the survey cited visual quality as a make-or-break factor. “Compatibility, anti-motion sickness, and controllers” were also listed as incentives to stay within the medium of actual reality.

Well, okay. Just like you guys didn’t want a next-generation console when they were announced, right? Good thing nobody bought an Xbox One or a PS4 after they debuted.

OH WAIT

We’ve seen this process before: every time a new brand of technological advancement comes barging into the room, criticism and dissent arise and, a fair amount of the time, this is a product of our unwillingness to divorce ourselves from that which has become familiar in favor of that which will further our progress.

Rift in consumer base

Invariably, however, the technology is released—perhaps with compromises, such as a lowered starting price or fewer commerce-related caveats (looking at you, Microsoft)—and a consumer base develops. Then, especially in the case of VR technology, a game or project gets announced—a flagship product that is so alluring, the begrudging majority can’t help but admit how friggin’ cool it is—demand is sown, and now the 25.6 percent of hesitant buyers are on the hook.

Once people realize that a fair amount of their friends are actively using and socializing with VR tech, they consider buying a headset themselves and, all of a sudden, that strange, alien technology looks remarkably like next year’s Christmas list topper.

Virtually unstoppable

This process will likely continue repeating itself for as long as we make advances in technology. Hopefully, the debut of VR tech can serve as a reminder that technology is marching on—and perhaps we should be following it.

#TrainsNotStopping

Jack Lloyd, Senior Staff Writer
Jack Lloyd has a BA in Creative Writing from Forest Grove's Pacific University; he spends his writing days using his degree to pursue semicolons, freelance writing and editing, oxford commas, and enough coffee to kill a bear. His infatuation with rain is matched only by his dry sense of humor.
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