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As global corporations dive into the development of extended reality (XR) devices, interest in XR games among users remains low. While XR technology has high utility in gaming, there are limitations in the equipment individuals can acquire, and there is a lack of content.

XR encompasses virtual reality (VR), augmented reality (AR), and mixed reality (MR). VR games are played in a virtual space that imitates the real world. AR games add virtual elements to the real world, with examples including Niantic's popular games 'Pokémon Go' and 'Pikmin Bloom.' MR refers to a combination of VR and AR, where real-world activities are reflected in a virtual environment. In the domestic industry, XR content is sometimes referred to as 'immersive content.'

However, the performance of XR games remains poor. The XR games available on the market can be operated through hardware devices such as PCs, mobiles, consoles, and attractions, but the equipment prices are high. Meta is currently selling the VR headsets 'Quest 3' and 'Quest 3S,' with official website prices at approximately 729,000 won and 439,000 won, respectively. Apple's mixed reality (MR) headset Vision Pro is priced near 5 million won. Even if one buys the equipment, it is perceived that the content quality is lower compared to existing PCs or consoles.

The XR device market is shrinking. According to market research firm Counterpoint Research, global VR headset shipments decreased by 4% year-on-year and 16% quarter-on-quarter in the last third quarter, marking a third consecutive decline. However, Counterpoint Research noted that while the VR headset market is expected to remain stagnant, smart glasses equipped with AR and artificial intelligence (AI) functions are projected to grow as corporations develop them.

The proportion of domestic gamers who have tried VR games is also declining. According to the '2024 Gaming User Survey' released by the Korea Creative Content Agency, the VR gaming usage rate decreased from 7.4% in 2023 to 7.3% last year. This is lower than the 7.7% usage rate in 2019. This contrasts with the mobile game usage rate, which recorded 91.7%, breaking the 90% mark for the first time in three years.

Samsung Electronics' extended reality (XR) headset 'Project Infinite'/Courtesy of Samsung Electronics

Industry insiders believe that for the XR gaming industry to expand, affordable hardware distribution must come first. The XR device market is still in its infancy, with global corporations hastily entering development. Samsung Electronics unveiled the XR headset 'Project Infinite' on the 12th. Project Infinite is equipped with the 'Android XR' platform, co-developed by Google, Qualcomm, and Samsung Electronics. Chinese smartphone manufacturer Vivo also plans to release XR devices by the end of this year.

A gaming industry official noted, 'It is still difficult for game companies to expect revenue and develop XR games.' They said, 'Currently, the hardware device market is stagnant, but as the popularity of PC and mobile games declines and equipment distribution occurs, the number of XR game users will increase.'