The generation VR: This is how the VR natives change the gaming!

The generation VR: This is how the VR natives change the gaming!

What's in the world of Virtual Reality (VR)? At first glance, one might think that the technology had switched back in recent years. But the need for VR technology, especially among young people, continues to grow. According to Gamesindry.biz has developed a new, dynamic group of users-the so-called "VR native". This age group, mainly between 13 and 24 years old, redesigns modern gaming with VR headsets. Leading studios such as Ndreams' Compass have targeted this growing target group and develop games that are geared towards their preferences.

Interestingly, it can be seen that the tastes within this age group are very diverse. They are more experimental and are looking for social and slower gaming experiences instead of immersing themselves in hectic mobas or shooters. These VR natives spend an average of 20-30 minutes longer in their sessions and take several breaks a day to immerse themselves in social VR worlds. Most of them have hardly any space problems for large-scale space-scale experiences, which only increases the variety of game.

The role of technology

A central topic in the discussion about VR is technological development. After the boom in recent years, the progress at VR headsets has subsided a bit. Nevertheless, the market is not bent. According to Stealth Gaming we see an intensive competition among the technology giants. Sony and Meta are the main actors in this arena, while new products such as the Neo 3 Link Headset from Pico Interactive Bringing Bring into the game.

The demand for high-quality VR games is increasing steadily, but the offer has so far been limited. Popular genres are action, adventure, rhythm games and narrative experiences. Compared to traditional video games, VR titles often receive higher reviews, especially in the action and music sector. The top games on platforms such as Steam show that VR gaming is experienced solely in its own exciting way that is attractive to many players.

demographic changes in the VR community

Whoever thinks that VR is only something for young men is huge. Despite a still higher quota of male users-according to Statista are 57% of the VR users, mostly between 25 and 34 years-there is an interesting development. The gender distribution has changed significantly in recent years: from 69% to 60% men and 40% women, which indicates that the VR base is more diverse.

In addition, the VR user base shows an increasing tendency. The forecasts stated that the global VR gaming market could grow to $ 92.31 billion by 2027. Despite the limited selection of games, variety is growing quickly, and platforms such as App Lab and Sidequest open up new opportunities for innovative and exciting experiments in the VR universe.

summarized we can say that the VR community is more alive than ever. The commitment of the "VR Native" will not only shape the way we experience games, but also further drive innovation in technology. Whether playest or developer-everyone pays attention to the crazy feedback that this new generation delivers to VR users.

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