Discovering the Emerging VR Natives: A New Demographic for Virtual Reality

Recent advancements in virtual reality technology have led to the emergence of a new demographic: VR natives. These individuals, primarily between the ages of 13 and 24, have grown up with VR as their primary gaming platform. As a result, they exhibit distinct preferences and behaviors that set them apart from traditional VR users. The Compass Studio, a newly formed division of nDreams, is dedicated to understanding and developing content for this unique audience. According to studio head Callum Godfrey, VR natives are more open to experimenting with new experiences, favoring social and slower-paced games over traditional genres like MOBAs and shooters. They are also more likely to engage with VR content on a regular basis, with sessions lasting 20-30 minutes longer than those of older users. Furthermore, VR natives are enthusiastic about embracing VR as a cultural phenomenon, actively participating in online communities and championing their favorite games. To develop content that resonates with this audience, Godfrey emphasizes the importance of social play, interactive experiences, and sandbox-style game mechanics. While solo games still have a place within the VR native demographic, the desire for social interaction and community engagement is a defining characteristic of this group. The majority of VR natives use affordable, self-contained headsets like the Meta Quest 2 and 3, and they are eager to own and personalize their VR platforms. By leveraging a combination of quantitative and qualitative data, including regular playtesting sessions with VR natives, developers can create content that meets the unique needs and preferences of this emerging demographic. As the VR native audience continues to grow and evolve, it is essential for developers to stay attuned to their changing needs and preferences, ensuring that VR remains a vibrant and engaging medium for years to come.