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Tuesday, October 22, 2024

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Martin K.

According to google trends, the jump in user interest in Japan this year appears to be similar in size to the jump in user interest in the US in late 2017/early 2018, see: https://trends.google.com/trends/explore?date=all&q=%2Fg%2F11gfhqhs78&hl=en . It remains to be seen whether the numbers stay on the same level or wear off within a few months (as they did in 2018 in the US before catching up again in later years).

Anyway, this reminded me of how important VRChat's viral success back in 2017/2018 was for today's social VR (if not the whole VR gaming industry): yes, it was driven by YouTubers, but it was made possible by voice chat and a desktop mode, which was introduced only a few months earlier. Within months after VRChat's success started, Rec Room pivoted hard and announced that they will port their (formerly strictly VR-only) app to flat-screen PC, which then opened the pathway to other flat-screen platforms including consoles and mobile. While Rec Room grew their community in this way, Oculus/Facebook/Meta dropped their VR-only social experiments (Oculus Home and Facebook Spaces) and apparently designed Horizon Worlds based on Rec Room, including the cartoonish art style, free in-game world building and hosting, a mobile version of the app, etc. This development then pushed Roblox to seriously invest in a VR version and provide in-game voice chat.

In other words: many characteristics of today's social VR apps can be traced back more or less directly to the viral success that VRChat had in late 2017/early 2018. It didn't have to happen in this way as the many failed social VR apps prove.

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