The document discusses the financial landscape of VR/AR game development, highlighting a high risk and high reward environment where only the top 5% of developers earn 90% of the revenue. It notes that in 2016, there were 12.2 million VR headsets sold, but many games remain unprofitable with a less than 1% chance of creating a hit. The author suggests that scalable and reusable solutions in various sectors such as education, healthcare, and entertainment could drive profitability in this field.
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