Thread
2021 was the year of VR, and I have one stat to show you why:
This year, Oculus has sold more headsets than Microsoft did Xboxs.
This marks the beginning of ARVR's predominance.
A thread on ARVRs growth, use-cases, and future below:
This year, Oculus has sold more headsets than Microsoft did Xboxs.
This marks the beginning of ARVR's predominance.
A thread on ARVRs growth, use-cases, and future below:
1⃣ In 2019, Oculus launched the Quest, which achieved product market fit in casual, immersive gaming.
The ensuing year Oculus launched the Quest 2 which improved headset performance, decreased size, and lowered the price. It unlocked social gaming and fitness.
The ensuing year Oculus launched the Quest 2 which improved headset performance, decreased size, and lowered the price. It unlocked social gaming and fitness.
2⃣ Most game consoles have their marginal sales decrease over time. The opposite is the case with Oculus.
The Quest 2 has ~2x more new users per day than it did at the same time last year.
The Quest 2 has ~2x more new users per day than it did at the same time last year.
4⃣ While VR has lower timespent per session than consoles, VR is a new form factor with unique use-cases.
The use-cases that thrive in VR primarily do three things:
1. Meet the medium.
2. Demand presence.
3. Enable the implausible.
The use-cases that thrive in VR primarily do three things:
1. Meet the medium.
2. Demand presence.
3. Enable the implausible.
5⃣ Meet the medium.
Unlike consoles, VR's inputs are not buttons. VR's inputs are the movement of your arms and head.
Apps that exploit the inputs "meet the medium" and defeat motion sickness.
Gorilla Tag, @BeatSaber, @townshiptale, and @SUPERHOTTHEGAME do this well.
Unlike consoles, VR's inputs are not buttons. VR's inputs are the movement of your arms and head.
Apps that exploit the inputs "meet the medium" and defeat motion sickness.
Gorilla Tag, @BeatSaber, @townshiptale, and @SUPERHOTTHEGAME do this well.
6⃣ Demand presence.
VR is immersion. It commands your complete attention. Casual doomscrolling or async communication don't fit.
Presence heavy use-cases include:
Fitness @getsupernatural
Social Interactions @recroom @VRChat
Gaming
Meditation @officialflowly
Work @ImmersedVR
VR is immersion. It commands your complete attention. Casual doomscrolling or async communication don't fit.
Presence heavy use-cases include:
Fitness @getsupernatural
Social Interactions @recroom @VRChat
Gaming
Meditation @officialflowly
Work @ImmersedVR
7⃣ Enable the implausible
In the headset, VR is reality, and through code, VR has the flexibility to recreate the best of almost any experience.
Want to fish? @realVRFishing
Climb Everest? @theclimb
Dodge a punch? @thrillofthefight
Ender's Game? @EchoVR
In the headset, VR is reality, and through code, VR has the flexibility to recreate the best of almost any experience.
Want to fish? @realVRFishing
Climb Everest? @theclimb
Dodge a punch? @thrillofthefight
Ender's Game? @EchoVR
8⃣ Today, VR has surpassed an incumbent game console in sales, but VR is capable of far more.
Of course expect metaverses to proliferate.
But, growing commensurately will be use-cases that require presence such as deep work, collaboration, education, and mental health.
Of course expect metaverses to proliferate.
But, growing commensurately will be use-cases that require presence such as deep work, collaboration, education, and mental health.
9⃣ Altogether, VR isn't "coming", it's already here. Alongside this new form factor we'll see new games, tools, and ways to work based around presence.
If you're building in ARVR or are contributing to the space, please reach out!
Also, let me know what I missed below!
If you're building in ARVR or are contributing to the space, please reach out!
Also, let me know what I missed below!
Congratulations to all my former colleagues @oculus who are building the future in front of our very eyes* (*pun intended)