The business of immersive (AR/VR) games
summary
Company RiseAngle ships four games: one mobile AR title and three low‑end VR releases, plus a larger episodic IP that moves between VR and non‑VR. Market view uses Google Keyword Planner plus Sensor Tower/App Annie to compare demand and supply. Claims: mobile AR has ~1 billion devices versus 10–20 million headsets for VR, standalone headsets (Go, Quest, Vive Cosmos) drive growth, and VR’s unique win is immersive storytelling—an in‑game ghost sequence already provokes strong emotional reactions. Strategy: MVP/episodic releases, long game, first‑mover visibility.
AI-written summary · about
chapters (8)
- 0:00Introduction to immersive games
- 1:50Why we are excited about XR
- 4:41Current state of XR platforms
- 6:48Challenges and opportunities in XR
- 9:58Long-term strategy for XR games
- 12:06Mobile AR vs VR today
- 13:08VR as storytelling medium
- 15:40Future outlook and closing
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