Technically, WebXR is a device API that makes it possible to distribute VR/AR experiences over a web browser. It is broadly used to describe web based VR/AR experiences.
The web is the biggest platform, able to reach almost every device and balance the power with app stores through permissionless innovation. However, there's a major issue holding the ecosystem back from growing: monetization.
There's a reason why 99% of WebXR apps look like prototypes, it's because indie creators struggle with finding ways to capture value.
More polished experiences like Mozilla Hubs and Frame usually have the backing of a large entity, so they can survive.
While many of the apps on the front page of Oculus Store net millions in sales, apps on the startpage for Oculus browser (#1 app) can barely hit $100 a month in ad rev.
How can other developers and studios justify spending more resources into this open ecosystem like this and make it more than just a hobby?
Questions
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37:12 We have to we have to look and recognize that there's a lot of value in ways of enabling monetization of content other than through paying money directly for it.