That is Lowpass by Janko Roettgers, a publication on the ever-evolving intersection of tech and leisure, syndicated only for The Verge subscribers as soon as per week.
“It’s a fairly tough time for the sport business.”
Meta Actuality Labs director of video games Chris Pruett didn’t mince phrases when he returned to GDC for his annual speak on the state of VR gaming this week. “I’ve been within the business for nearly 30 years at this level,” he mentioned. ”That is the roughest interval I’ve ever seen.”
“It’s tough for everyone,” Pruett mentioned. “It’s tough for VR. We aren’t immune.”
Pruett made these remarks two months after Meta reduce greater than 1,000 VR-related jobs and considerably reduce on first-party recreation growth. “We shut down a number of of our studios,” Pruett acknowledged. “And make no mistake: These had been top-class studios.”
Meta’s important cutbacks have led to unease amongst VR builders, particularly since many third-party studios have had layoffs of their very own. Granted, income within the Quest retailer was nonetheless up barely in 2025, in keeping with Pruett. Nonetheless, a lot of the medium’s development has been pushed by free-to-play titles like GorillaTag and UG, that are in style with younger teenagers with little disposable revenue.
Even older hardcore VR avid gamers “will not be spending as a lot as they used to,” Pruett admitted. Nonetheless, he did have a message of hope for determined VR builders: These GorillaTag gamers received’t keep 14 ceaselessly.
“As you get older, begin to change into an grownup, you’re in search of issues which are tougher to you,” Pruett mentioned.
On the identical time, these gamers seemingly received’t quit on VR altogether. “They’ve been taking part in it since they had been 12,” Pruett mentioned. They’re used to a special form of gameplay with an even bigger emphasis on social interplay, and in addition lots much less susceptible to movement illness than older gamers.
“We’ve by no means had younger adults that had been VR native,” Pruett mentioned. And whereas laborious information on what these gamers might do sooner or later doesn’t but exist, he prompt that older gamers could also be into video games that retain a few of the whacky physics and social parts of video games like GorillaTag and UG, however with far more polish.
“I think that they continue to be a core group of gamers,” Pruett mentioned. “However the video games they play are going to alter, and the sum of money they’ll must spend will change too.”
Along with these older teenagers, Meta can also be betting on 30-something customers to find VR over the following few years. “They watch lots of motion pictures, they watch lots of sports activities, they watch lots of Netflix exhibits,” Pruett mentioned. “However they don’t determine themselves as avid gamers.”
Pruett prompt that lots of these customers received’t purchase VR headsets for gaming, however as private TVs, and gadgets to observe 3D content material. Meta has labored for a while on courting this viewers, and reportedly has a light-weight headset with an exterior compute unit in growth that’s anticipated to ship a while in 2027. The corporate even struck a partnership with James Cameron to kick-start 3D content material manufacturing for that system.
Pruett prompt that these older customers will nonetheless play lots of video games, even when they wouldn’t self-identify as avid gamers. Catering to them might require various kinds of video games, together with titles that may be performed sitting down. “It’s a low-friction, stress-free expertise for them, not a exercise,” he mentioned.
And whereas Pruett didn’t straight touch upon the upcoming headset, he did strongly urge builders who need to goal that older viewers to embrace controller-free interplay. “These guys are going to be principally hand-tracking solely,” he mentioned. “They aren’t seemingly going to personal controllers, or use controllers.”
Meta isn’t the one firm trying to adults with extra disposable revenue as a brand new target market for immersive computing. Apple’s $3,500 Imaginative and prescient Professional is optimized for customers who’re fascinated by media consumption and seated experiences, and Google and Samsung seem to focus on an identical viewers with their $1,800 Galaxy XR headset.
The massive caveat: To date, there’s little proof that these audiences are literally large enough to maneuver the needle for VR. Apple has reportedly reduce the manufacturing of the Imaginative and prescient Professional following lackluster gross sales, with IDC estimating that the corporate bought solely 45,000 headsets final quarter.
Pruett admitted himself that Meta was taking a guess on older gamers, calling them “a big looming viewers.”
“They don’t exist on the platform as we speak,” he mentioned.










