Social VR Portal Rec Room Hits 3 Million Active Monthly VR Users
The social VR platform Rec Room has now hit a new usage milestone: 3 million monthly active VR users. The social VR game is also available on other platforms such as mobile phones, consoles, and PC. Now Rec Room is announcing that it has hit 3 million monthly active VR users. However, this is still only a small fraction of its total monthly active users on all its platforms.
Rec Room has been posting very strong growth over the past year during which it has tripled its monthly active VR usership.
Rec Room’s Head of Influence & Partners Shawn Whiting confirmed that the app peaked at 3 million monthly active users soon after the holidays. Although the boost from the holidays has since settled, the new peak is thrice the 1 million active monthly users that Rec Room posted around the holiday season last year.
A threefold growth is impressive for a game in the virtual reality segment even though this is only a tiny portion of Rec Room’s overall userbase. Whiting says Rec Room is seeing stronger growth on Android, iOS, PlayStation, and Xbox as there is already a massive userbase on these devices compared to on virtual reality platforms.
Rec Room has been around since 2016 and was one of the first successful virtual reality games. It launched as a PC VR-only app. Over the past six years, Rec Room has been aggressively expanding the platforms where the game is played not just in the virtual reality space but also on non-VR portals.
On the VR front, Rec Room is currently available on all major VR headsets. It is also available on all major non-VR gaming platforms. As a result, Rec Room has become a popular platform where both VR and non-VR players share the same space on a shared social platform that has been constructed around user-generated content. The growth of Rec Room has been further incentivized by the in-game economy on the platform which has enabled creators on the social VR platform to earn and cash-out real money from the platform.
Most of the VR users on Rec Room access the platform via a Quest 2 headset. This has been central to the growth of the VR usership on Rec Room, particularly in the 2021 holiday season when the Quest 2 headsets saw massive sales.
Rec Room’s announcement of its new usage milestones coincides with Meta’s recent announcement that it is experimenting with monetization tools in its own version of a social VR world, Horizon Worlds which is a direct Rec Room competitor.
https://virtualrealitytimes.com/2022/04/24/social-vr-portal-rec-room-hits-3-million-active-monthly-vr-users/https://www.xrcentral.com/wp-content/uploads/2022/04/social-vr-portal-rec-room-hits-3-million-active-monthly-vr-users-3.jpghttps://virtualrealitytimes.com/wp-content/uploads/2022/04/Rec-Room-hits-3-Million-Monthly-Active-VR-Users-150×90.jpgBusinessThe social VR platform Rec Room has now hit a new usage milestone: 3 million monthly active VR users. The social VR game is also available on other platforms such as mobile phones, consoles, and PC. Now Rec Room is announcing that it has hit 3 million monthly active…Sam OchanjiSam Ochanjisochanji@yahoo.comAdministratorVirtual Reality Times