CharacterBank's goal to create 'VR's Mario'

8 months 2 weeks ago

It's often hard to track the success of VR in part because it straddles the line between ubiquity and obsolescence. You'll find VR experiences in shopping centers and event spaces around the world, yet the market beyond one-off experiences showcasing the worth of the tech as a viable medium for long-form experience and interaction remains low.

Internal Meta figures place sales of the device at 20 million across all SKUs since 2019, with the original PSVR sales topping at five million units as of 2020 alongside the estimated 600,000 units sold to date as of May for PSVR 2.

These aren't bad numbers, yet it should also be noted that this places VR's market penetration far below that of the broader games industry, with just 1.3% market penetration in 2023 versus 45% for the broader industry, expected to rise just 0.4% in the next four years.

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Author
Alicia Haddick