Superhot, one of VR's success stories.

VR’s missing ingredient: FOMO

In over two years as CEO of Admix, an AR/VR company, I have attended well over 100 events, pitched investors, and given countless interviews. By far the most common question I get is “What does VR need to get to the next level?”

Industry people have different theories about it. Some say hardware needs to get better. Some people think the price needs to drop. These are fair points. But no magic feature, or price point, will suddenly propel VR mainstream. Some people think it is a lack of content. But as of August, there are over 5,000 VR apps available. Granted, it is far from the 5 million apps available for smartphone, but it is not insignificant. Of these, about 70 percent are games, representing thousands of hours of content for the 1.2 billion self-proclaimed gamers to choose from. Yet, we count less than 11 million monthly VR users.

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