Behind the VR/AR Hype: Actionable Advice Derived from Data
summary
Unity aggregates 46,000 apps, 700,000 devices and about a million installs over three months and finds day‑1 retention top‑10 lists are all games while PC/console sessions run longer though session lengths are converging with mobile; installs skew 66% mobile installs but high‑end users spend far more and on Steam at least 12 companies >$1M in software revenue; practical advice is charge early, aim smaller budgets like budget $300–600K and validate via early access, solve location‑based throughput, and explore AR camera/filter ad channels.
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chapters (11)
- 0:00Introduction
- 5:49Data sources and Unity analytics
- 7:12Content trends by installs and retention
- 12:12Mobile vs high-end VR engagement
- 17:11Monetization strategies for VR
- 21:04Demographics and spending behavior
- 27:09Investment criteria and business models
- 28:37Location-based VR monetization challenges
- 31:04Audience segmentation and innovation
- 34:38AR monetization opportunities and outlook
- 36:04Q&A
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