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There is a much much lower limit of people willing to wear something on their head for entertainment purposes. Couple that with a cost to buying good hardware a
by mattbrewsbytes 5y ago
There is a much much lower limit of people willing to wear something on their head for entertainment purposes. Couple that with a cost to buying good hardware and I think VR experiences will be limited to gaming industry. Second Life never really took off as a social space. A 3D social media app would be clunky for end users compared to a phone. I believe the interactions people value the most on social media are seeing others pics/posts and marketplaces for buying/selling things. Neither of those would transfer well to 3D.
If they are betting the company on VR and a "metaverse" then maybe they have reached a cap on unique users already and the growth of FB is done.
- ehnto 5y agoThere is also a reluctance to abandon the real world, even for short periods, that I think people underestimate. Even if it were perfect, there are plenty of people who just don't want to do things in VR. They want to be in the real world, doing real world things with their real world friends. I think that's where AR has the true advantage, not in the experience of the medium but rather that you aren't fully committing to the virtual world.
- datavirtue 5y ago"Second Life never really took off as a social space." Not everything has to be a household name to be considered a success. Second life is very niche and very successful.
- mattbrewsbytes 5y agoI agree that it doesn't have to be a household name but the level of investment and market expectations on Meta/FB is growth. If they have a niche (aka small) and successful metaverse, the larger market won't expect growth and that would reflect in the stock price.