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Oh come on. Usenet in the 1980s was full of people in their 30s, 40s, and beyond. Sure, some people didn't "get" the internet, but millions of demographically similar people were getting value out of it. That isn't happening, and won't happen, with this metaverse BS. And if it does, attentive people of all ages will see it coming many years in advance.


Eh, I think Facebook is really onto something, particularly if you see Oculus as the main tip of the spear. They’re playing a very long game.

My high school and college friends and I are spread across the continent. The pandemic and a mix of Discord and Tabletop simulator brought us back together to do regular board gaming. This is effectively a VR environment without the headset.

My 12 year old hangs out on VRchat or Minecraft , simultaneously watching YouTube or Twitch streams at the same time with his friends when he is home. Today this is a mix of FaceTime , Discord etc, but all-in-one will be used if it’s better.

My younger daughter likes to explore VR worlds, and interact with them.

We are seeing what’s coming years in advance, but many aren’t looking. Facebook is going to eat this space up completely at their current rate of success, if Apple , Microsoft or Valve don’t step up.


> The pandemic and a mix of Discord and Tabletop simulator brought us back together to do regular board gaming. This is effectively a VR environment without the headset.

This is the central problem for VR. The internet offers many experiences that are essentially "VR without the headset", from the Tabletop simulator you mentioned to World of Warcraft. What does the headset really add? You're still looking at a screen, except now you've got a damn thing on your head and are blind to the actual world around you. That virtual world better be really incredible to make up for it.


The quest 2 is surprisingly good at swapping between reality mode (via cameras) and VR mode, when needed. Augmented reality will make this sort of switching more important.

ultimately, people choose VR for the immersion. It’s why problem build home theatres or still go to the theatre, or visit amusement parks, etc., when they’d rather stay home. The headsets are getting far more convenient and comfortable. Still early.


> Oh come on. Usenet in the 1980s was full of people in their 30s, 40s, and beyond

That's anecdotal evidence. Just because there were user that age, doesn't change that their population, in general, was skeptical.


I've read a lot of game reviews on VR and was surprised about demographics. Lots of older (40+) people there. Anyone has more reliable stats?

I personally feel that hardware need to be next-gen as I am nauseus but would be happy to have discord alternative to play in VR. Imagine drawing board, fake cinema, sharing games, arranging common space minecraft-like. I think this will work. You login after work and do creative shit with buddies.

This is how it works for me now but we have discord and own game that we work on. Happy to upgrade XP when new hardware comes.


That demographic makes sense. If you’re 40 you grew up with the birth of video games, you read the sci-fi and the early hype and failure of multiple VR products along get decades and you have a bunch of disposable income


Saving this so I can come back and laugh in 10 years




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