Introducing the VR Natives: The Key Demographic for Virtual Reality

The virtual reality landscape is expanding, with a new generation of gamers, known as VR natives, at the forefront. This demographic, spanning 13 to 24 years old, is characterized by their primary engagement with VR headsets as their go-to gaming platform. nDreams' Compass Studio, established after the company's restructuring, is focused on catering to this audience. According to Godfrey, the studio head, "it's not a one-size-fits-all approach." The data collected by the studio reveals trends that will be used to target the diverse preferences within this younger audience bracket. Research indicates that VR natives are more open to experimenting with new experiences than their older counterparts. They favor slower-paced, social experiences over traditional MOBAs and shooters. Notably, VR natives spend more time playing VR, with sessions lasting 20-30 minutes longer, and play more frequently, with 3-4 sessions per day, compared to 1-2 sessions for older audiences. This demographic is also more culturally immersed in VR, feeling a sense of ownership and coolness as early adopters. They actively engage with VR content, joining online communities, and sharing their experiences. A significant proportion of VR natives have no issues with space for room-scale experiences, making them more receptive to certain types of games. To appeal to the entire VR native spectrum, Compass is focusing on factors that resonate with players across age groups. Godfrey explains, "we're exploring social play, enabling users to interact and engage with each other at their own pace, rather than being dictated by the game." This approach is not limited to social experiences, as solo games also have a place within the VR native audience. The younger age of VR natives means they have limited disposable income, which is reflected in their preference for more affordable headsets, such as the Meta Quest 2 and 3. Compass found that most VR natives purchase their headsets brand new, rather than inheriting them, indicating a strong desire for ownership. The studio is working to translate its understanding of VR natives into engaging content. By combining quantitative data from a large market research survey with qualitative feedback from playtesting sessions, Compass aims to create experiences that meet the needs of this demographic. Every three months, the studio invites a group of VR natives to playtest games, prototypes, and review pitches, ensuring that the practical meets the theoretical. While there are challenges associated with playtesting VR titles, such as motion sickness and logistical complexities, Compass is committed to creating content that resonates with VR natives. As this demographic ages and evolves, their tastes in gaming will shift, but the VR native demographic itself is expected to endure, with new players entering the ecosystem to replace those who leave.