Just got this pretty amazing breaking news note from Shawn Whiting, Head of Influencers & Partners at Rec Room:
"Shortly after the holidays, Rec Room crested 3 million VR monthly active users... A majority of those VR monthly active users are Quest 2. [Emph mine - WJA]
"We're very happy with the VR growth but at this point VR is a pretty low percentage of our monthly players. Rec Room is seeing much more growth on iOS, Android, PlayStation, and Xbox due to there being billions of those devices out there collectively."
So that's something! Last December I estimated Rec Room had 4-5 million monthly active users across all devices, but based on Shawn's wording, total Rec Room numbers is likely to be well over 10-12 million MAU.
This is quite an impressive milestone for metaverse platform growth -- and more key, for usage of the Quest 2 headset on metaverse platforms. Quest 2 has an install base over 10 million, so at least 15% of that (i.e. 1.5 million) are active on Rec Room.
This is also a sharp wake-up call for Meta:
Because the company itself reported it only has (as of February 2022)... 300,000 monthly active users in Horizon Worlds and Venues. So it trails far beyond Rec Room in total users, and users of its own Quest 2 headset.
Pictured above: Someone programming in Rec Room's in-game coding language. Because contrary to what Zuckerberg might think, multi-user creation in collaborative spaces is actually common. And as we see, competitive!
I was surprised to learn that Rec Room Has Over 3 Million Monthly Active VR Users, Most On Meta's Quest 2
Posted by: waffle game | Wednesday, March 29, 2023 at 12:11 AM