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What you have there is two separate things: the SRI/Sega tests which indicated possible harm to children from 3D headsets, along with product failure of 3D. But I don't think you can draw a causal factor from one to the other, that 3D headsets were a product failure because of harm to children, without introducing more evidence.

There are alternative stories that can explain why 3D headsets, in particular, failed, independent of SRI tests etc.

Computers were much slower, and the visual update speed (presuming gyroscopic control) likely lagged the rendered 3D view quite badly - and IMHO this is a much worse problem that could cause motion sickness, but need not apply to 3D video displayed on a flat surface in a fixed position relative to the viewer.

3D headsets also have significant usability and social use problems. They may be heavy, tiring to wear, bulky, tedious to transport, geeky and exclusionary to use. They may even leave one open to practical jokes, as they may act like a blindfold; or unpleasant surprises. I know my gf hates it when I surprise her when she's wearing headphones.

3D video, meanwhile, normally requires that everyone wear special glasses. That's a fad that gets tired pretty quickly, and turns TV into a more binary watching / not-watching experience.

Personally, I'm not particularly afraid of gaze focusing issues arising from 3D video. I am, however, quite skeptical that it will ever be more than a gimmick that fades after a year or two of hype, while it still has accessory and viewing angle requirements.



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