Teens' Virtual-Reality Ownership Surges, but Usage Lags Behind
A recent survey by Piper Sandler revealed that although 33% of teenagers own virtual-reality headsets, 56% of them rarely use the devices. This marks an increase from 48% two years ago. Despite Meta's sale of over 20 million Quest headsets and Apple's release of the Vision Pro, the survey indicates a lack of enthusiasm for these devices among teens. The challenge remains in convincing this demographic to invest their time and money in VR technology over traditional gaming consoles or smartphones.
Key Takeaways
- Despite the popularity of VR headsets, teenagers are not using them as much as expected.
- A Piper Sandler survey found that 56% of teens who own VR devices rarely use them.
- Even though Meta sold over 20 million Quest headsets, users are not using them much.
- The survey indicates that teens expect to spend $225 on video games, posing a challenge for VR adoption.
- The high cost and lack of clear use cases are hindering the widespread adoption of VR devices.
Analysis
Despite the surging sales of VR headsets by companies like Meta and Apple, the recent survey by Piper Sandler shows that a majority of teenagers rarely use them. This lack of enthusiasm among teens presents a challenge for the VR industry, as it struggles to compete with traditional gaming consoles and smartphones for teens' attention and investment. The high cost and unclear use cases further hinder the widespread adoption of VR technology. This trend may have short-term financial implications for companies like Meta and Apple, while the long-term consequences could include missed opportunities for growth in the VR market and potential shifts in their business strategies.
Did You Know?
- Despite Meta's sale of over 20 million Quest headsets and Apple's release of the Vision Pro, the survey indicates a lack of enthusiasm for these devices among teens. The challenge remains in convincing this demographic to invest their time and money in VR technology over traditional gaming consoles or smartphones.
- The survey indicates that teens expect to spend $225 on video games, posing a challenge for VR adoption.
- The high cost and lack of clear use cases are hindering the widespread adoption of VR devices.