Eddie-Griffin
Banned
https://www.ypulse.com/article/2023...r-headset-is-as-rare-today-as-it-was-in-2018/
Looks like gamers ages 13-39 may not have been as excited for VR as many thought. Seems this age range, the so called Millenial and Gen Z (ugh) folks seemed to have a cap on their interest in VR, that was only temporarily breached around the time of the Quest 1 rising in 2019. Even around the peak time of the pre-Quest wave it seems that the growth stalled once the ceiling was hit.
They are playing screen versions of the types of games that companies want to try and make attractive and move them too in VR, but they won't leave to VR for them. What I find interesting is we have had an uptick in VR marketing and releases the last few years, and a peak of the Quest 2, which wouldn't surprise me if it's the leading headset since its release among this group. but apparently that was not enough to rise above 11%, which means Quest 2 was only really replacing what this group was using before in this case. Which makes sense since the VR market domination by Quest 2 was really consolidation than a real increase, with that increase only really applying to the Quest 2 itself.
But it seems late Millenials and older folk are currently what's driving the VR market and not the younger ages according to this data, and that over 2 decades of potential consumers from 13-39 are not getting too invested.
I guess the new question for ALL VR companies from Sony and Facebook, to Apple and Samsung, is how do you get this age group to take a higher vested interest in VR and move them from Roblox, Fortnite, and Minecraft, over to VR social, and VR gaming community software?
Because the interest according to the data IS there, but they don't PREFER VR over mobile and flat screen. So something is preventing them from pulling the trigger. Sure, price is one reason but even the Quest 2 did not break through the ceiling, so other reasons are also preventing this age group from jumping in.
Reports of VR headset sales dropping begs the question, did young gamers ever buy them to begin with…
TL;DR
- Virtual reality investments have come into question as Meta’s Reality Lab reports billions in losses
- YPulse data shows VR headset ownership has never taken off with young consumers—though metaverse gaming certainly did
- With AI all anyone can talk about right now, it may be replacing brands’ VR and even gaming focuses
Many brands were once banking on virtual reality as the core driver towards the metaverse future, but stats (and profit losses) are now showing that products like VR headsets were not the surefire gamer add-on they hoped. In fact, Mark Zuckerberg—driver of the term “metaverse” as he rebranded Facebook to Meta—is being warned to put the metaverse and his push for teens to join Horizon Worlds (their not so successful metaverse platform) to rest. Reality Labs, the division housing metaverse, virtual reality, and augmented reality projects, “reported $13.7 billion in operating losses for Reality Labs for 2022, more than the already jaw-dropping $10.2 billion it sunk into the division in 2021.”Now, as the prices of Meta Quest Pro VR headsets drop in what appears to be an effort to reach more (read: young) consumers, some argue Zuckerberg has officially “buried the metaverse.”
But gaming in other metaverses is strong as ever, as YPulse data has shown (and we’ll explore again in our upcoming Where is the Metaverse? trend report). The success of virtual world gaming through platforms like Roblox and Fortnite highlights what some brands may not have recognized: virtual worlds do not require virtual reality. So, for those wondering if it’s time to cash out on VR tech, our data shows its ever-predicted boom is not coming any time soon, as evidenced by its consistently low ownership amongst Gen Z and Millennials:
VR headsets have not gotten more popular with time
YPulse data shows VR headset ownership has always been low amongst Gen Z and Millennials, and this year, only 11% of young consumers own a VR headset, a number that has changed very little in the past five years. Even as brands have amped up their metaverse experiences, the drive to own VR tech remains low. While the majority say they are interested in using VR headsets for gaming, there’s a decrease amongst Gen Z and Millennials who would prefer to use VR headsets over consoles and mobile devices since 2022; last year, 48% of young consumers were wanting these devices to game more than others, and now only 39% say they’d prefer them. Perhaps this is because virtual worlds are thriving without them, and any metaverse game they want to play can feel immersive without full (headset-needed) immersion.
Meta says they’re not giving up on AR and VR, though; TechCrunch reports “Meta plans to launch a next-generation consumer headset later in 2023,” and that Apple may be on their way to doing the same. But attention is shifting toward a new tech these days, so VR headsets may fall to the backburner as their sales remain stagnant…
Looks like gamers ages 13-39 may not have been as excited for VR as many thought. Seems this age range, the so called Millenial and Gen Z (ugh) folks seemed to have a cap on their interest in VR, that was only temporarily breached around the time of the Quest 1 rising in 2019. Even around the peak time of the pre-Quest wave it seems that the growth stalled once the ceiling was hit.
They are playing screen versions of the types of games that companies want to try and make attractive and move them too in VR, but they won't leave to VR for them. What I find interesting is we have had an uptick in VR marketing and releases the last few years, and a peak of the Quest 2, which wouldn't surprise me if it's the leading headset since its release among this group. but apparently that was not enough to rise above 11%, which means Quest 2 was only really replacing what this group was using before in this case. Which makes sense since the VR market domination by Quest 2 was really consolidation than a real increase, with that increase only really applying to the Quest 2 itself.
But it seems late Millenials and older folk are currently what's driving the VR market and not the younger ages according to this data, and that over 2 decades of potential consumers from 13-39 are not getting too invested.
I guess the new question for ALL VR companies from Sony and Facebook, to Apple and Samsung, is how do you get this age group to take a higher vested interest in VR and move them from Roblox, Fortnite, and Minecraft, over to VR social, and VR gaming community software?
Because the interest according to the data IS there, but they don't PREFER VR over mobile and flat screen. So something is preventing them from pulling the trigger. Sure, price is one reason but even the Quest 2 did not break through the ceiling, so other reasons are also preventing this age group from jumping in.