Results from last week's not-super-scientific-but-still interesting survey on VRChat's new monthly/yearly paid subscription option. With 175 responses (a solid sample for this site), well over one-third say they will pay to subscribe. That is a minority response, but for a free-to-play virtual world, it's a relatively impressive response. As a point of comparison, Second Life only has about 60,000 Premium subscribers, which is roughly just 1 in 10 of the active userbase.
And looking at VRChat user concurrency, this suggests a strong potential for good revenue. With 24,000 peak concurrent users, VRChat probably has monthly active users in the low to mid six figures. (A good rule of thumb is to multiply peak concurrency by 10x.) So if this survey scales with actual subscriptions, that would translate to about $1 million a month in subscription revenue for the company, more or less. (A big "if", to be sure.)
This would be tiny in comparison with, say, what Roblox is reportedly making, but for a virtual world where a third to half of the users are actually using a VR headset, that's a decent niche.
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