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."
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...