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The market for VR headsets is worldwide, so the right denominator is the ~600B children in the developed world. If you generously figure that half of those headsets are used by children, that's ~2% penetration, which seems more like it.

20M units sold is tiny for a consumer electronics product, BTW. I work on Android Tablets, and we have ~300M MAU. Phones are 3B. 20M makes VR only about 20% of the market size of AndroidTV, which has about 110M units sold.




That’s not a good way of framing it because the vast majority of the headsets were sold in the US. I would be surprised if there were even healthy sales in developing countries, so we shouldn’t be counting all of the children in the world. Not to mention that you probably have to exclude children under 10 give or take.

Yes, I agree that VR is not popular with most of the adult population. At the moment, VR has a similar stigma that computers, the internet, and video games once had. It will likely stay that way until these children become adults, unless Apple can refine “spatial computing” fast enough to overcome the stigma.




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