Patrick O'Luanaigh
๐ค SpeakerAppearances Over Time
Podcast Appearances
If you're doing a game for PlayStation VR or Vive, you can get a much higher price point because the games tend to be bigger, but also they're more expensive to make.
That's a good question.
I mean, I haven't heard anybody have announced quarter of a million units.
I know that, you know, there's a couple of developers who have done good numbers on high end headsets and certainly revenue wise are probably at the level we're at, but not many.
And one of the challenges, actually, is there's not a lot of openness in terms of data.
It's really hard to find data.
sales figures and revenue figures for VR software and also for VR headsets as well.
Other than Samsung, who announced it sold 5 million VRs at CES this year, there's nobody else talking about their numbers, which means you have to kind of try and figure out and chat to people and work out what the install bases are like.
Yeah, it's hard to be sure.
I mean, we make our own estimates.
We talk to lots of people.
We talk to the headset manufacturers and try and get the best idea.
But there is a lack of data in the market at the moment.
And it's partly a function of it just being so early, to be honest with you.
When did you launch the company?
We started the company 10 years ago.
So we spent the first seven years focusing on these crazy things called alternate reality games, where you spin a story over a period of time.
You have online games, Facebook messages, stories coming up everywhere.
And we also did a lot of work in virtual worlds with PlayStation Home and became the biggest global publisher in there.
It was a small palm, but we were a big player.