![]() So, summing up, I think it’s a VR console getting indeed console-like player engagement. I remember a time when I checked RE7 on PS4 store and it was around 8k ratings, long after launch. Popular games like Pop1, Onward, Blade and Sorcery and of course Beat Saber all have above 10k ratings in the Quest store. I’d say Quest 2 is around the 10 million mark already. Number of ratings users gave to Quest 2 there is more than 20k, more than double than that of series S, which launched roughly around the same time and a bit cheaper but is not a true nextgen console. neither PS5 or xbox series X are to be found. If we look at amazon videogame best sellers, Quest 2 has been in the top positions since at least october last year, it’s alone there as hardware – atop it only cards, well below you see switch and down there an xbox series S. compared to other consoles like Playstation or Switch, so they may prefer to stick to their policy of minimal disclosure. With USD 850mn store revenue since the Quest 2 launch and 30% of that going to Meta, 10mn units sold would mean USD 85 software sales for every heavily subsidized USD 300+ Quest, USD 25.5 would have went to Meta. They have avoided giving absolute numbers so far, most likely to somewhat hide how little money they actually make back from their VR investments. With estimates on active users it looks like retention rate on Quest might still be low, with only about 1/3 of all users still active after a few months, so even 10mn units sold could mean only 3.3mn active users, still far from what he suggested as required. For one he was referring to people being active and and purchasing on the platform, not units sold. We are somewhat fixated on that 10mn units number, as Zuckerberg declared it the minimum number of users for a self sustaining platform, but I’m not sure they would announce reaching it. Meta hasn’t offered any detail breaking down the $1.5 billion figure, but we take it that it includes games, apps, DLC, and subscriptions sold through both the official Quest store and App Lab, and may also include cross-buy titles that were purchased to be played on the Oculus PC platform. Surely the recent price hike of Quest 2 is a notable variable that needs to be considered. We’ll need to see how much activity the Quest store earns over the course of Q4 and the holidays before we can be certain that this apparent deceleration is seasonal or a more broad effect. This, however, is to be expected considering the seasonality of the gaming industry which tends to ramp up considerably in Q4 (and this figure from Meta is only at the very beginning of Q4). Though the platform continues to grow, the growth itself has decelerated somewhat. ![]() This milestone shows the Quest platform continuing to grow in revenue the average monthly store revenue has increased from $50.6 million to nearly $60 million since the last milestone the company shared in February 2022. Though Meta has still yet to share official unit sales for its Quest headsets, at Connect 2022 this month the company confirmed that the Quest store has surpassed $1.5 billion in purchased software since the platform launched in 2019. ![]() The article previously covered the $1 billion milestone. Update (October 18th, 2022): Article updated with the latest Quest platform revenue milestone from Meta of $1.5 billion. At Connect 2022 this month, Meta announced the Quest content store has surpassed $1.5 billion in purchased VR content since its launch in 2019, representing continued but decelerating growth likely due mostly to market seasonality.
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