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GearVR was a precursor to the Oculus Go, which was quite successful. It showed that lots of people wanted a device to watch media and user retention was pretty good:

From Carmack's Oculus Connect 2018 talk:

> With Oculus Go, about 80 percent of usage time has been for viewing "media" and only 20 percent for gaming.

> Oculus Go and Rift are much "stickier," he says, with users that "come back... week to week and spend a lot of time in it."

https://arstechnica.com/gaming/2018/09/carmack-oculus-quests...



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