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Every time I see these numbers about how much Meta is losing per year on VR - 6 billion, 10 billion, etc. - I look up the valuation of Roblox. Answer: about 20
by julianeon 3y ago
Every time I see these numbers about how much Meta is losing per year on VR - 6 billion, 10 billion, etc. - I look up the valuation of Roblox.
Answer: about 20 billion.
They should’ve just acquired Roblox - for the price of WhatsApp! - and gotten unquestioned ownership of the leading young gamer audience, and a fully functioning “Metaverse” (if you want call it that), in one fell swoop.
It sounds like they’ve already spent more than this for nothing tangible in return. Such a missed opportunity.
- grumbel 3y agoThe issue with that is that Meta doesn't really want a younger audience. Quest2 is already extremely popular with kids, but Meta's "age 13" requirement for accounts doesn't allow many of them on their platform. Their Horizon Worlds "Metaverse" even had an age 18 limit for the last few years (seems to have been lifted in the US just days ago, still present in most other countries). Killing the Oculus name was another bad choice here. They were on their way to become the new "Nintendo". People started to refer to everything VR gaming related as "Oculus", but Facebook wanted VR to be about Metaverse, not gaming, so Oculus got killed.