Meta Eyes Long-Term VR Engagement Among Teen Users

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This is Lowpass by Janko Roettgers, a newsletter focused on the dynamic convergence of technology and entertainment, exclusively available to The Verge subscribers once a week.
Chris Pruett, director of games at Meta Reality Labs, addressed the current challenges in the VR gaming industry during his speech at the GDC. “The gaming industry is experiencing a tough phase,” he remarked. Having spent nearly three decades in the field, Pruett described this period as the most challenging he has witnessed.
The difficulties extend to the VR sector as well. Pruett’s comments come two months after Meta drastically reduced its workforce by over 1,000 VR-related jobs and scaled back its first-party game development efforts. “We’ve closed down several top-tier studios,” he disclosed.
These significant reductions have sparked concern among VR developers, particularly as many third-party studios have faced similar layoffs. Despite this, Pruett mentioned that revenue in the Quest store saw a slight increase in 2025. This growth has largely been driven by free-to-play games like GorillaTag and UG, which are popular among young teens with limited spending power.
Pruett noted that even seasoned VR gamers are spending less than before. Yet, he offered a glimmer of optimism for VR developers: youthful players of GorillaTag won’t remain teenagers indefinitely. “As they mature, they’ll seek more challenging experiences,” he explained.
These players, accustomed to VR since their early teens, are likely to continue enjoying it. “They have been engaged with VR since they were 12,” Pruett said, highlighting their familiarity with socially interactive gameplay and their resilience against motion sickness compared to older users.
“We haven’t had young adults who are VR natives before,” Pruett stated. Although concrete data about their future preferences is lacking, he speculated that they might gravitate towards games with elements similar to GorillaTag and UG, but with enhanced sophistication.
“I believe they’ll persist as a core group of players,” Pruett predicted, noting that the nature of their games and their spending capacity will evolve.
In addition to older teens, Meta is focusing on individuals in their 30s who may explore VR in the coming years. Pruett noted, “They consume a lot of media, movies, sports, Netflix shows, but they don’t necessarily see themselves as gamers.”
He suggested that these consumers might opt for VR headsets primarily for media viewing rather than gaming, serving as personal televisions for 3D content. Meta has been strategizing to attract this demographic, and is reportedly developing a lightweight headset with an external compute unit, slated for release in 2027. A partnership with James Cameron has been secured to initiate 3D content production for this device.
Pruett emphasized that these older users might still engage in gaming, even if they don’t consider themselves gamers. Appealing to them may require games that offer a relaxing experience, playable in a seated position. “It’s a low-friction, calming activity, not a physical workout,” he said.
While Pruett did not address the upcoming headset directly, he advised developers aiming at the older audience to focus on controller-free interactions. “These users will primarily use hand-tracking,” he noted, suggesting that they might not own or use controllers.
Meta’s strategy aligns with other companies targeting adults with higher disposable income for immersive computing experiences. Apple’s Vision Pro, priced at $3,500, is tailored for media consumption and seated experiences, and Google and Samsung are targeting similar audiences with their Galaxy XR headset priced at $1,800.
However, there’s uncertainty about the size of these audiences and their potential impact on VR. Apple reportedly reduced Vision Pro production due to sluggish sales, with IDC estimating only 45,000 units sold in the last quarter.
Pruett acknowledged that Meta is taking a gamble on older players, describing them as “a significant prospective audience.”
“They’re not currently present on the platform,” he admitted.
(Source: The Verge)





