Responding to our question on how many active users on the Quest VR headset there are, a reader points us to a recent market survey which suggests that use is quite tiny, especially among Gen Z:
Piper Sandler completes 43rd semi-annual Generation Z survey of 7,100 U.S. teens…
While 26% of teens own a VR device, just 5% use it daily. 48% of teens are either unsure or not interested in the Metaverse
This prompts reader "lieisacake" (LOL) to observe:
VR has awful retention, and even for the users that are "active" most don't actually use it all that much. [This] large survey that was performed just after the Quest 2's most significant holiday sales period. And over a period of 6-12 months and longer, you will see these numbers get much, much worse.
This would be fine if there wasn't so much hype and it was actually treated like any other early technology. But that's not what's happening: VR is being hyped up, subsidized, and invested in like a mainstream technology. Facebook is desperately looking for the "next big thing" so they can dominate it and cement their data collection platform on it before the existing big consumer platforms can monopolize it, and they've chosen VR and AR as candidates. Think of other major technologies and imagine if they were aggressively hyped up and subsidized while they were still premature. You would see similar results.
There are a few major theories for why consumers don't stick with it (at least with the modern rendition of the tech) but that's another discussion.
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