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Wednesday, July 31, 2024

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Martin K.

Very interesting video; thanks for sharing!

It might be useful to warn readers who are new to VRChat that the way the word "worldbuilding" is used throughout this video is quite special to VRChat, i.e., it doesn't agree with the common meaning of the word as described on Wikipedia: https://en.wikipedia.org/wiki/Worldbuilding . Building a "world" in VRChat includes more than environment art (as described here: https://en.wikipedia.org/wiki/Environment_artist ), but the focus is much more on environment art than on designing things like the history, economies, technologies, cultures, societies, etc. of a fictional world.

With that out of the way, one interesting thought that jumped at me in the context of monetization was this: ( https://youtu.be/Nmv1iMIPv-4?t=2624 ):

> When your world is Quest-compatible, more kids get in; it's just a fact - an uncomfortable fact, because it's also people who don't have as much money - who can't afford a PC - who get a Quest.

All this is probably true, but one might jump to the conclusion that Quest-users spend less money on microtransactions (on average) because they are younger (on average), and that's probably not true for microtransactions targeting children: as Roblox and many other free-to-play games have shown, children might be quite willing to spend a few dollars regularly on (exploitive) microtransactions. (And that inclination is in addition to the larger number of Quest-users compared to PC-VR users.)

Of course, the offerings have to target children; your typical, oversexualised Second Life skins probably won't sell well to children. Which reminds me of the idea that "The Big Sort" (see http://www.thebigsort.com/ ) is not only happening in real life but also in virtual worlds with creator economies: specific metaverse-apps with creator economies attract specific audiences. (The way this usually works is that a majority of paying consumers determines what the majority of creators offer commercially - other consumers and creators are pushed out of the market.) Roblox and Second Life have had a creator economy long enough to find their specific audiences; VRChat might still be in the process of gravitating towards its future (paying) audience.

And that might be a painful process for the consumers and creators who will be pushed out of the monetized future of VRChat. (As far as I can tell, Rec Room is further ahead in that process and has already lost many engaged creators since they introduced their creator economy.)

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