The massive success of Pokémon Go was widely misattributed to its AR technology. In reality, fewer than 3% of players ever enabled the AR feature. The game's virality was driven by the powerful Pokémon IP combined with a compelling collection mechanic, not the underlying AR tech.

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Game development hubs like Finland and Israel produce disproportionately successful mobile games because their small domestic populations force developers to design for a global audience from the outset. This constraint fosters universally appealing mechanics and designs, leading to worldwide hits.

The time Americans spent watching others play video games on platforms like Twitch and YouTube last year was double the time spent watching Netflix. This highlights that gaming has become a massive spectator medium, rivaling and surpassing traditional streaming entertainment in engagement.

The primary value for the vast majority of prediction market users isn't trading but consuming the market's data as a form of real-time, aggregated news. This reframes the user base as a media audience of 'lurkers' rather than a community of active traders.

For the past five years, the top-performing shows on major streaming platforms have been adaptations of video game IP, such as 'The Last of Us', 'Fallout', and 'The Witcher'. This demonstrates a significant cultural shift where gaming franchises are now the dominant source of new, blockbuster entertainment content.

Despite hundreds of millions of weekly active users, a huge multiple of that number have tried ChatGPT but can't find a reason to use it regularly. This signals a major gap between initial curiosity and sustained product-market fit for the general population.

Instead of visually-obstructive headsets or glasses, the most practical and widely adopted form of AR will be audio-based. The evolution of Apple's AirPods, integrated seamlessly with an iPhone's camera and AI, will provide contextual information without the social and physical friction of wearing a device on your face.

Beyond hardware issues, VR's primary adoption barrier is its isolating, 'antisocial' nature. While gaming trends toward shared, social experiences, VR requires users to strap on hardware and disconnect from their physical surroundings, creating a fundamental conflict with modern user behavior.

The Browser Company found that Arc, while loved by tech enthusiasts for its many new features, created a "novelty tax." This cognitive overhead for learning a new interface made mass-market users hesitant to switch, a key lesson that informed the simplicity of their next product, Dia.

Modern marketers often add friction (QR codes, redemptions) to track data or cut costs. This is a fatal flaw in collectible campaigns. The value is in the tangible, immediate reward. Embedding the physical item directly into the product experience is crucial for success and avoids user drop-off.