The DeanBeat: In the VR industry, a thousand startups will bloom. Most won’t make it

We’re all trying to get a handle on virtual reality, and its cousin, augmented reality. Will it be a bust? Or will the two industries become a $150 billion market by 2020, as tech advisor Digi-Capital predicts? Will the game segment of these industries look more like mobile or consoles?

I’ve moderated three sessions on it in the last few weeks, conducted more interviews, watched a lot of talks, and attended two VR conferences (including one in Seattle and another in San Francisco). That in itself tells you about one of the hottest sectors in gaming now. VR and AR are the frenzy of the moment, as evidenced by the packed room at the stately Intel Capital Global Summit in San Diego, where I moderated a panel of VR and AR veterans. The VRX conference in San Francisco was also packed this week. And in a demo, I nearly toppled as I (virtually) walked across a wobbly ladder that was strewn between two icy cliffs on the trek up Everest. Now I’m struggling with the question, “Have the early pioneers done too good a job of evangelizing and inspiring entrepreneurs?”

Unlock premium content and VIP community perks with GB M A X! Join now to enjoy our free and premium perks. 

Join now →

Sign in to your account.

Dean Takahashi

Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.