I’ve dabbled in studying technological adoption (telegraph, phone, radio, TV, internet etc).
If I had to make this case, I would define parameters as:
What % of people use this medium every day/week/month? A more interesting sub-question would be to compare users of multiple platforms or users that “leapfrog” and use newer platforms without using older ones. For example, many people in developing regions use mobile internet but don’t own PC. Mobile gaming is close to making more annual revenue than console and PC combined. And some crypto apps like Axie Infinity have reported high number of users who do not have a fiat bank account.
What % of people would cite this medium as a means of contacting friends/family/spouses?
What % of people use this medium as primary means of making new friendships/relationships? For example, we’ve recently passed a threshold where 40% of newly married couples met online, which a strong indicator of social habits shifting online.
I’m not in tune with the VR industry, but it’s not the worst bet if you think VR adoption will follow the same rapid growth trajectory as mobile platforms.
I’ve dabbled in studying technological adoption (telegraph, phone, radio, TV, internet etc).
If I had to make this case, I would define parameters as:
What % of people use this medium every day/week/month? A more interesting sub-question would be to compare users of multiple platforms or users that “leapfrog” and use newer platforms without using older ones. For example, many people in developing regions use mobile internet but don’t own PC. Mobile gaming is close to making more annual revenue than console and PC combined. And some crypto apps like Axie Infinity have reported high number of users who do not have a fiat bank account.
What % of people would cite this medium as a means of contacting friends/family/spouses?
What % of people use this medium as primary means of making new friendships/relationships? For example, we’ve recently passed a threshold where 40% of newly married couples met online, which a strong indicator of social habits shifting online.
I’m not in tune with the VR industry, but it’s not the worst bet if you think VR adoption will follow the same rapid growth trajectory as mobile platforms.