For Gen Z and Millennials, Owning a VR Headset Is as Rare Today as It Was in 2018

Reports of VR headset sales dropping begs the question, did young gamers ever buy them to begin with…

  • 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...

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