The business of immersive AR and VR games
summary
RiseAngle ships three VR titles (Gear VR, Oculus Go, Cardboard) with the IP Word of Mazes and plans Rift and mobile ports plus an upcoming AR game, using an episodic MVP and modular multi‑platform design so assets port to mobile/PC/console and licensing. Claims: AR/VR industry ~$100B with games at $15–20B, ~15–20 million headsets sold vs ~1 billion AR‑capable phones, and roughly 8× higher early visibility on VR stores. Warns fundraising cycles favor AR today while VR faces a 2018 “winter.”
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chapters (16)
- 0:00Introduction to immersive games
- 1:27Market stats and forecasts
- 3:58Opportunities in VR and AR
- 5:47Challenges and risks
- 6:52Long-term strategy advice
- 7:34Building transferable IPs
- 8:58Multi-platform design tips
- 9:40Gameplay session strategies
- 10:42Killer use cases for VR
- 11:49iPhone vs Android for AR
- 12:10High-end vs low-end VR
- 13:16Monetization models
- 14:20User acquisition strategies
- 15:23Identifying market gaps
- 16:06Future outlook and advice
- 17:09Q&A on investor interest
related talks
17mThe business of immersive (AR/VR) games
22mHow developers can bring augmented reality games to the masses in 2019
41mMonetization Strategy For The VR Industry
39mThe XR Market
16mGetting real with virtual reality
01h 04mThe Past, Present and Future of Developing VR/MR with Meta
34mWhat's the state of VR gaming in 2016 and beyond
36mBehind the VR/AR Hype: Actionable Advice Derived from Data
