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VR Games Are Mental Like the Wii, Right?
VR is mental like the Wii. You play a VR game and you go, whoa, I'm going to get me one of those. The big question on Quest is like people buy them. It's selling very well, Quest 2. What are they doing with it? Are they actually playing games? How much are they playing? What kinds of games should developers build for that audience? What do they want? What will they pay for it? And I don't think there's right answers there yet.