Quite a few do. I use Beatsaber, Pistol Whip, and Superhot (more yoga-y than exercise) for this. Boredom during exercise is my primary issue with sustaining it; VR has removed that obstacle.
Quite a few do. I use Beatsaber, Pistol Whip, and Superhot (more yoga-y than exercise) for this. Boredom during exercise is my primary issue with sustaining it; VR has removed that obstacle.
If you're gaming for 3-4 hours, watching a movie, or using the device for productivity you're going to be seated or standing still.
Also, Vision Pro can be a mobile device, albeit for <2 hrs. Imo, Gaming will not be the primary use case for these devices.
It really didn’t. Ring Fit Adventure, a successor to the Wii Fit titles, sold 15 million copies for the Switch. Nintendo Switch Sports sold almost 9 million. Those are solid numbers. The kind of motion control the Wii used is still used for those titles, and they’re still popular.
These companies are aiming to have installed bases in the hundreds of millions if not billions.
Active gaming will be a nice use case, but will not be the reason 40-50m people buy a headset every year.
Fidget spinners sold like hotcakes for a very brief window of time. Nintendo motion games are continuing to sell millions of titles even 15 years after they first debuted.
> less than half of what Wii Fit pulled
Hmm, what numbers are you looking at? I see 22 million for Wii Fit, and 21 million for Wii Fit Plus (a separate title).