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Tech promised virtual reality would revolutionize entertainment. That moment might finally be closer than we think.
Tech promised virtual reality would revolutionize entertainment. That moment might finally be closer than we think.

Egypt Independent

time3 days ago

  • Entertainment
  • Egypt Independent

Tech promised virtual reality would revolutionize entertainment. That moment might finally be closer than we think.

CNN — Virtual reality was supposed to transform entertainment. At least, that was the expectation roughly a decade ago with the arrival of the Oculus Rift, the first virtual reality (VR) headset that many believed would push VR into the mainstream. In 2025, the industry has failed to deliver on that promise. But tech and entertainment giants alike believe that moment could be closer than ever. The evidence is there. The Wall Street Journal reported last month that Meta is in talks with Disney, A24 and other entertainment companies to produce immersive content for its Quest VR headsets. Apple announced an update to its Vision Pro headset in June, enabling users to share content with other headsets — ideal for watching movies together in 3-D. Earlier this year, Apple also launched an immersive Metallica concert for the Vision Pro and announced in July it's readying its first upgrade to boost the Vision Pro's performance. Taken together, this signals that tech and media behemoths are still betting that consumers will be willing to spend hundreds, if not thousands, to experience concerts, movies and sporting events beyond the confines of a traditional screen. A chicken-and-the-egg paradox In the 10-plus years since Oculus debuted the Rift, headset manufacturers have produced lighter, more powerful devices. Meanwhile, companies are finally warming to the idea of another medium for storytelling. Tech companies have a history of flirting with VR projects aimed at mainstream users. In June, Meta offered live virtual rinkside tickets to Stanley Cup games, echoing previous NBA and WNBA offerings. Headset owners have attended virtual concerts for years, including Apple's immersive Alicia Keys session and Meta's Blackpink show. Disney even launched a Disney+ app for Apple's Vision Pro on Day 1 in 2024. But these have been pilots to gauge interest, not long-term investments. Historically, headsets have been trapped in a chicken-and-egg paradox: to woo entertainment content, they need mass adoption; but to reach that scale, headsets need premium content. The technology must also be comfortable, powerful and popular enough to gain mass appeal. For Sarah Malkin, director of entertainment content for Meta's VR division Reality Labs, that cycle is already being broken. 'I think the 'it moment' is when you are regularly engaging in experiences in mixed reality that are super complementary and part of your integrated life,' Malkin told CNN. 'To me, that's already happening.' Global shipments of augmented reality (AR) and VR headsets increased by around 10% in 2024 to 7.5 million and nearly 30.8% to 3.4 million in the US, according to IDC, a global market intelligence and data company. Although IDC predicts shipments around the world will tumble this year due to delayed product launches, it expects a massive rebound in 2026 with worldwide shipments surging 98.5% to 11.3 million. However, the results haven't always lived up to the hype. Mark Zuckerberg's Metaverse has cost Meta $46 billion over three years. Reality Labs, the company's VR division, posted $4.2 billion in operating loss and just $412 million in sales in Q1, down from the previous quarter. But tech giants continue to experiment with the technology. Meta invested $3.5 billion in eyewear manufacturer EssilorLuxottica SA to bolster its AI spectacle gambit, according to Bloomberg. (A Meta spokesperson declined to comment on the report.) Snap recently said it plans to launch new augmented reality spectacles next year, and Google continues to work with partners like Xreal and Samsung on upcoming headsets and glasses that run on its new Android XR software. Samsung will be among the first to launch such a device with its upcoming Project Moohan headset. Attendees photograph Samsung's Project Moohan mixed-reality headsets with Google at the Galaxy Unpacked event in San Jose, California, on January 22, 2025. Michaela Vatcheva/Bloomberg/Getty Images A young boy plays with Meta Quest 2 all-in-one VR headset during a festival of video games and other digital entertainment in Zaragoza, Spain, on October 15, 2023. Nano Calvo/VW Pics/UniversalWith more sophisticated hardware and a budding content portfolio, Bertrand Nepveu, a former Vision Pro contributor and partner at Triptyq Capital, said wider adoption is crucial. 'It's still early, but there's no technical limitation right now, it's more (that) we need people to invest because you need a critical mass,' Nepveu told CNN. A paradigm shift in content Although big names like James Cameron and Sabrina Carpenter are already beginning to explore VR, immersive storytelling has yet to gain that crucial widespread popularity. Slow growth can be partially attributed to incorrect assumptions by studios. 'You can't just take the flat version of what you put on Disney+ or Netflix or Amazon, and just throw that up,' Jenna Seiden, an industry consultant and adviser who has worked with Skydance Media, Niantic, CAA, and Xbox, told CNN. 'You need to build natively so the audience is going to have a different experience per platform.' While creating media for virtual and mixed reality may seem like a departure from developing content for 2-D screens, Seiden says the secret to success is a tactic media companies are already familiar with: exclusivity. 'You look at the creation of HBO (Max), you look at the creation of Apple TV+, they grew their audiences based on exclusives, that's why you went to them,' Seiden said. 'I think that model is very familiar to entertainment companies, and they can go to their board saying, 'Hey, this is how platforms grow, with exclusive content.'' That's what makes live virtual sports an easy way to break down extended reality (XR) barriers for audiences. Paul Raphaël, co-founder of Felix & Paul, said sports can be easily adapted for immersive platforms using 180-degree cameras. Audiences experience VR e-sports games at the 2025 Jingxi E-sports Festival in Beijing, China on June 28, 2025. CFOTO/'You already have quite a few events and sports being broadcast, whether it's live or asynchronous,' Raphaël said. 'As the audience grows, it's a really straightforward path to create the content or to broadcast the content.' For Hollywood, the possibility of a new major distribution platform couldn't come at a better time. In today's fracturing media environment — shaken by streaming, the collapse of the cable bundle, and post-Covid box office woes — a new medium could be a crucial selling point, especially for entertainment boards looking for a new revenue vein. Jack Davis, co-founder of CryptTV, said headsets might provide a much-needed pipeline for premium content. 'As gigantic structural changes happen in TV and film, the industry is going to need to replace those things in the aggregate,' Davis said. 'This could be one of the only formats that premium entertainment actually seems like it makes sense (for) the user base.' Budgetary and content hurdles Over the past decade, investment in VR has been eclipsed by more pressing innovations, including self-driving cars and AI. Although it's difficult to determine how that has directly impacted XR investment, funding data from Crunchbase, a predictive company intelligence solution, shows that backing for AI and self-driving has steadily increased, rising from $39.96 billion in 2019 to $105.36 billion by 2025. Meanwhile, XR funding has experienced more erratic behavior — reaching a peak of $4.087 billion in 2021 but dropping to $347.69 million by 2025. Things were much the same in the venture capital world, where the number of global VR deals has also dropped in recent years. PitchBook, which examines private equity and VC deals, notes that 2019 was the largest year for VC deals in VR in the last decade, recording $6.43 billion in deals worldwide. That was significantly smaller than the $57.084 billion from AI-focused venture capitalists that year. In 2025, VR VCs have fallen to only $3.61 billion in global deals while AI VCs have grown to $130.89 billion. But Nepveu said that's changing. 'Now that AI is more understood, you know what it's good for, what it's not capable of, the budgets now are going back into XR,' Nepveu claimed. People stand in line to purchase the Apple Vision Pro headset at the Fifth Avenue Apple store on February 02, 2024 in New York City. Michael M. Santiago/Getty Images Still, tech giants investing in the development of mixed reality headsets face a daunting challenge that extends beyond the entertainment available. They need to convince consumers that the devices are both worth paying for and putting on their faces. That's partially why Apple emphasized the Vision Pro as a spatial computing tool, focusing on work and productivity rather than just 2-D and 3-D entertainment capabilities. Still, even a decade later, experts can't seem to agree on exactly when VR will have its breakout moment. Nepveu said it could happen any day. Raphaël expected one or two years. Davis suggested three to seven. Seiden said five to 10. Raphaël, however, believes 2-D content may soon feel as dated as pre-Technicolor entertainment. 'Content, the way it is consumed today, is going to be much like we think of black and white movies, where, if a film isn't immersive, it doesn't lose its value, but it becomes something of another era,' Raphaël said.

Tech promised virtual reality would revolutionize entertainment. That moment might finally be closer than we think.
Tech promised virtual reality would revolutionize entertainment. That moment might finally be closer than we think.

Egypt Independent

time3 days ago

  • Entertainment
  • Egypt Independent

Tech promised virtual reality would revolutionize entertainment. That moment might finally be closer than we think.

CNN — Virtual reality was supposed to transform entertainment. At least, that was the expectation roughly a decade ago with the arrival of the Oculus Rift, the first virtual reality (VR) headset that many believed would push VR into the mainstream. In 2025, the industry has failed to deliver on that promise. But tech and entertainment giants alike believe that moment could be closer than ever. The evidence is there. The Wall Street Journal reported last month that Meta is in talks with Disney, A24 and other entertainment companies to produce immersive content for its Quest VR headsets. Apple announced an update to its Vision Pro headset in June, enabling users to share content with other headsets — ideal for watching movies together in 3-D. Earlier this year, Apple also launched an immersive Metallica concert for the Vision Pro and announced in July it's readying its first upgrade to boost the Vision Pro's performance. Taken together, this signals that tech and media behemoths are still betting that consumers will be willing to spend hundreds, if not thousands, to experience concerts, movies and sporting events beyond the confines of a traditional screen. A chicken-and-the-egg paradox In the 10-plus years since Oculus debuted the Rift, headset manufacturers have produced lighter, more powerful devices. Meanwhile, companies are finally warming to the idea of another medium for storytelling. Tech companies have a history of flirting with VR projects aimed at mainstream users. In June, Meta offered live virtual rinkside tickets to Stanley Cup games, echoing previous NBA and WNBA offerings. Headset owners have attended virtual concerts for years, including Apple's immersive Alicia Keys session and Meta's Blackpink show. Disney even launched a Disney+ app for Apple's Vision Pro on Day 1 in 2024. But these have been pilots to gauge interest, not long-term investments. Historically, headsets have been trapped in a chicken-and-egg paradox: to woo entertainment content, they need mass adoption; but to reach that scale, headsets need premium content. The technology must also be comfortable, powerful and popular enough to gain mass appeal. For Sarah Malkin, director of entertainment content for Meta's VR division Reality Labs, that cycle is already being broken. 'I think the 'it moment' is when you are regularly engaging in experiences in mixed reality that are super complementary and part of your integrated life,' Malkin told CNN. 'To me, that's already happening.' Global shipments of augmented reality (AR) and VR headsets increased by around 10% in 2024 to 7.5 million and nearly 30.8% to 3.4 million in the US, according to IDC, a global market intelligence and data company. Although IDC predicts shipments around the world will tumble this year due to delayed product launches, it expects a massive rebound in 2026 with worldwide shipments surging 98.5% to 11.3 million. However, the results haven't always lived up to the hype. Mark Zuckerberg's Metaverse has cost Meta $46 billion over three years. Reality Labs, the company's VR division, posted $4.2 billion in operating loss and just $412 million in sales in Q1, down from the previous quarter. But tech giants continue to experiment with the technology. Meta invested $3.5 billion in eyewear manufacturer EssilorLuxottica SA to bolster its AI spectacle gambit, according to Bloomberg. (A Meta spokesperson declined to comment on the report.) Snap recently said it plans to launch new augmented reality spectacles next year, and Google continues to work with partners like Xreal and Samsung on upcoming headsets and glasses that run on its new Android XR software. Samsung will be among the first to launch such a device with its upcoming Project Moohan headset. Attendees photograph Samsung's Project Moohan mixed-reality headsets with Google at the Galaxy Unpacked event in San Jose, California, on January 22, 2025. Michaela Vatcheva/Bloomberg/Getty Images A young boy plays with Meta Quest 2 all-in-one VR headset during a festival of video games and other digital entertainment in Zaragoza, Spain, on October 15, 2023. Nano Calvo/VW Pics/UniversalWith more sophisticated hardware and a budding content portfolio, Bertrand Nepveu, a former Vision Pro contributor and partner at Triptyq Capital, said wider adoption is crucial. 'It's still early, but there's no technical limitation right now, it's more (that) we need people to invest because you need a critical mass,' Nepveu told CNN. A paradigm shift in content Although big names like James Cameron and Sabrina Carpenter are already beginning to explore VR, immersive storytelling has yet to gain that crucial widespread popularity. Slow growth can be partially attributed to incorrect assumptions by studios. 'You can't just take the flat version of what you put on Disney+ or Netflix or Amazon, and just throw that up,' Jenna Seiden, an industry consultant and adviser who has worked with Skydance Media, Niantic, CAA, and Xbox, told CNN. 'You need to build natively so the audience is going to have a different experience per platform.' While creating media for virtual and mixed reality may seem like a departure from developing content for 2-D screens, Seiden says the secret to success is a tactic media companies are already familiar with: exclusivity. 'You look at the creation of HBO (Max), you look at the creation of Apple TV+, they grew their audiences based on exclusives, that's why you went to them,' Seiden said. 'I think that model is very familiar to entertainment companies, and they can go to their board saying, 'Hey, this is how platforms grow, with exclusive content.'' That's what makes live virtual sports an easy way to break down extended reality (XR) barriers for audiences. Paul Raphaël, co-founder of Felix & Paul, said sports can be easily adapted for immersive platforms using 180-degree cameras. Audiences experience VR e-sports games at the 2025 Jingxi E-sports Festival in Beijing, China on June 28, 2025. CFOTO/'You already have quite a few events and sports being broadcast, whether it's live or asynchronous,' Raphaël said. 'As the audience grows, it's a really straightforward path to create the content or to broadcast the content.' For Hollywood, the possibility of a new major distribution platform couldn't come at a better time. In today's fracturing media environment — shaken by streaming, the collapse of the cable bundle, and post-Covid box office woes — a new medium could be a crucial selling point, especially for entertainment boards looking for a new revenue vein. Jack Davis, co-founder of CryptTV, said headsets might provide a much-needed pipeline for premium content. 'As gigantic structural changes happen in TV and film, the industry is going to need to replace those things in the aggregate,' Davis said. 'This could be one of the only formats that premium entertainment actually seems like it makes sense (for) the user base.' Budgetary and content hurdles Over the past decade, investment in VR has been eclipsed by more pressing innovations, including self-driving cars and AI. Although it's difficult to determine how that has directly impacted XR investment, funding data from Crunchbase, a predictive company intelligence solution, shows that backing for AI and self-driving has steadily increased, rising from $39.96 billion in 2019 to $105.36 billion by 2025. Meanwhile, XR funding has experienced more erratic behavior — reaching a peak of $4.087 billion in 2021 but dropping to $347.69 million by 2025. Things were much the same in the venture capital world, where the number of global VR deals has also dropped in recent years. PitchBook, which examines private equity and VC deals, notes that 2019 was the largest year for VC deals in VR in the last decade, recording $6.43 billion in deals worldwide. That was significantly smaller than the $57.084 billion from AI-focused venture capitalists that year. In 2025, VR VCs have fallen to only $3.61 billion in global deals while AI VCs have grown to $130.89 billion. But Nepveu said that's changing. 'Now that AI is more understood, you know what it's good for, what it's not capable of, the budgets now are going back into XR,' Nepveu claimed. People stand in line to purchase the Apple Vision Pro headset at the Fifth Avenue Apple store on February 02, 2024 in New York City. Michael M. Santiago/Getty Images Still, tech giants investing in the development of mixed reality headsets face a daunting challenge that extends beyond the entertainment available. They need to convince consumers that the devices are both worth paying for and putting on their faces. That's partially why Apple emphasized the Vision Pro as a spatial computing tool, focusing on work and productivity rather than just 2-D and 3-D entertainment capabilities. Still, even a decade later, experts can't seem to agree on exactly when VR will have its breakout moment. Nepveu said it could happen any day. Raphaël expected one or two years. Davis suggested three to seven. Seiden said five to 10. Raphaël, however, believes 2-D content may soon feel as dated as pre-Technicolor entertainment. 'Content, the way it is consumed today, is going to be much like we think of black and white movies, where, if a film isn't immersive, it doesn't lose its value, but it becomes something of another era,' Raphaël said.

ModRetro Chromatic Review: The Perfect Game Boy Restomod
ModRetro Chromatic Review: The Perfect Game Boy Restomod

CNET

time27-06-2025

  • Entertainment
  • CNET

ModRetro Chromatic Review: The Perfect Game Boy Restomod

CNET's expert staff reviews and rates dozens of new products and services each month, building on more than a quarter century of expertise. 9.0 / 10 SCORE ModRetro Chromatic Review Pros Beautiful screen Sturdy construction Vibrant design and colors Cons Batteries Delicate paint job Price Mono sound ModRetro Chromatic Review 9/10 CNET Score Table of Contents ModRetro Chromatic Review: The Perfect Game Boy Restomod Lots of brands attempt to market nostalgia, but few succeed in capturing its warm essence. From hot pink flip phones to guitar amp-inspired Bluetooth speakers, these retro callbacks have the sheen of decades prior but are nothing more than reskinned modern tech. The ModRetro Chromatic, a modern Game Boy from Oculus Rift inventor and co-founder of defense company Anduril Industries Palmer Luckey, however, makes deliberate old-school compromises. Mainly, it uses less pixel-dense LCD displays to elicit emotions from yesteryear. It's these forced compromises that help the Chromatic stand out even if, on paper, it doesn't have all the most cutting-edge tech. The result is a super-premium, slightly hindered Game Boy clone that feels like what Nintendo would have made if cost weren't an issue. It even includes a copy of Tetris, like the original Game Boy did in 1989, a nice touch by ModRetro. The Chromatic's high-end materials and features do come at a high price, though: $200, which is substantially higher than the Game Boy Color's MSRP of $80 back in 1998 -- about $160 adjusted for inflation. For the gamer who appreciates high-quality bespoke hardware and a commitment to authenticity, however, the price is well worth it. Big chunky pixels The ModRetro Chromatic playing a copy of Pokémon. Numi Prasarn/CNET The most standout feature on the ModRetro Chromatic is its screen. It's a 160x144, 2.56-inch IPS LCD display. If that resolution and size seem small, that's because they are. Unlike modern displays, which have resolutions so high that you can't even make out the individual blocks, ModRetro keeps things chunky. This choice allows ModRetro to recreate that original Game Boy experience. Back then, cheap consumer displays weren't as advanced and had pixels that were simply larger and more visible. For games that used sprites, like Pokemon or Wario Land 3, the pixel layout was a perfect grid to lay art assets on. It was a limitation of the time that game creators used as a canvas. Modern emulation devices, including emulator apps you can install on your phone, can simply upscale all the in-game assets to make the image look super sharp. This is an approach that 2021's Analogue Pocket used. When I heard that ModRetro was going to produce a device with big, blocky pixels, I was left perplexed. I believed that Analogue's approach was the most sound. But after using the Chromatic, I realized there's a charm to keeping things old school. In my roughly 20 hours of Pokemon Crystal and Tetris gameplay over the past few months, I was slowly won over to the charms of the Chromatic's screen. The lower resolution is what Pokemon was meant to look like. Sure, the Analogue Pocket, as well as a whole host of other emulation devices, can mimic the retro grid of the original Game Boy using filters, but it's not the same. You can tell it's software making the pixels look chunky. In terms of colors, the IPS display ModRetro has sourced for the Chromatic is excellent. Visuals pop, and the overall presentation is clean without any smearing. The only way it could have been better is if ModRetro had opted for an OLED display. The glass atop the display is also of remarkable quality, using Sapphire crystal glass. Sapphire is a high-quality and expensive material known for its durability and transparency. It's most often found on the faces of high-end watches and camera lenses. The Chromatic captures in my mind the rose-tinted memories I had of playing my Game Boy Color on long road trips back when I was in elementary school. It's something that the Analogue Pocket couldn't do. Although the Pocket does have a Nintendo Switch-like dock and lets me play games on my giant television, a novelty I very much enjoy. The Chromatic feels substantial There's been a long-running meme about the indestructible nature of the Nokia 3310, a beloved classic cellphone from the year 2000. It was made with chunky plastic and could survive just about any drop. The original Game Boy and Game Boy Color had that same design philosophy in mind, with one even surviving the Gulf War. The minimalist iPhone style hadn't yet entered mass-market electronic design. The ModRetro Chromatic adopts the '80s and '90s chunky design philosophy and opts for magnesium alloy instead of plastic, which offers both durability and heft. The three AA batteries inside also add to the weight and feel, but bring back '90s handheld annoyances. A set of AA batteries lasts about 6 to 8 hours, depending on the screen's brightness. As someone who loves the Game Boy Color, one thing I don't miss is looking under seat cushions for batteries. ModRetro's FAQ says a rechargeable battery pack was set to be released in early 2025, but it's not yet available. Despite the shortcomings of AA batteries, as I mentioned previously, the Chromatic feels like what Nintendo would have made if costs weren't a concern. It's something I love about it. So rarely do we see electronics leaning into absurdity with little worry about cost. The expenditure in developing the display is something Luckey spoke of on X, the social media platform formerly known as Twitter. Even though there's a good heft to the Chromatic, there didn't seem to be any room for stereo speakers. Regrettably, there's just a single speaker at the bottom of the device. A large part of the Game Boy library actually does support stereo sound, so headphones will be required to get the full sonic experience. There's no Bluetooth either, so you'll need to stick to wired cans. Vibrant but delicate paint job The ModRetro Chromatic is almost the antithesis of the Analogue Pocket. It opts for metals over plastics. It sports a lower-res screen over one that's literally 14 times more dense. And instead of black or white, it gives consumers a wide range of color options, all with wonderful flourishes to give each unit a distinct identity. Unfortunately, all these colors, except the muted GameStop-exclusive gray, are currently sold out. ModRetro Chromatic close-up shot of buttons. Numi Prasarn/CNET (Note: Analogue has done limited edition re-releases of the Pocket in a wide range of colors, including ones inspired by the original Game Boy Color and Game Boy Pocket lineups, as well as a $500 aluminum variant.) Our first-edition review unit in yellow, which ModRetro calls Volt, has red face buttons and brown and beige accents in the corners, reminding me of the earth tones present in homes from the 1970s. The ModRetro Chromatic is as much a plaything as it is a display piece. Unfortunately, ModRetro didn't spray a clear coat over the Chromatic's luscious paint job. Sure, it gives the Chromatic a satisfying matte texture, but it makes the paint very delicate. Even with my careful use, I've already marred it with two small nicks, revealing the bare metal underneath. It makes me scared to take the Chromatic out of my house, which defeats the purpose of handheld gaming. A nick on the back of the ModRetro Chromatic. Numi Prasarn/CNET A worthy Game Boy revival at a high price The ModRetro Chromatic's gorgeous screen, magnesium build, stand-out paint job and sapphire crystal come at a $200 price. That's a lot to pay for an electronic that can only play games from the '80s, '90s and early 2000s. Well, ModRetro is publishing newer Game Boy games, and companies like Incube8 Games, Bitmap Soft, and Mega Cat Studios are also releasing newer as well as homebrew titles on classic cartridges. For $200, you could get a Nintendo Switch Lite and gain access to a massive library of modern titles as well as older games via the Nintendo Switch Online service. There's also a slew of emulation devices filling up Amazon, AliExpress and TikTok Shop that offer thousands of old-school preloaded Game Boy titles of legally dubious origin for less than $50. Here's the thing: Emulation can't beat the original. Even on the newly released Nintendo Switch 2, game emulation of older content still introduces input lag, which is the amount of time it takes for a button press to show up on screen. For hard-core gamers, this is suboptimal. Only when the original code is running through real circuits and transistors does it deliver an authentic experience. If you're the type that doesn't care about authenticity and a true-to-form gaming experience, well, you likely aren't reading this review. For this person, one of those emulation handhelds will suffice. There are dedicated sites that review the sea of retro gaming handhelds coming out of China, seemingly on a bi-weekly basis. But if you're the person who wants the satisfying snap of docking in an old-school Game Boy cartridge and sinking into the corner cushions of your couch with a pouch of Capri Sun resting on your chest, there really isn't a much better experience than what the ModRetro Chromatic offers.

Meta (Facebook) shocks retail world with unexpected news
Meta (Facebook) shocks retail world with unexpected news

Yahoo

time03-06-2025

  • Business
  • Yahoo

Meta (Facebook) shocks retail world with unexpected news

Meta (Facebook) shocks retail world with unexpected news originally appeared on TheStreet. Meta Platforms () has been in full focus recently after an internal communication revealed something shocking. After becoming the market's first social media giant, the company has shifted its focus to expanding into the artificial intelligence (AI) field. As this new frontier of the tech sector has continued to grow rapidly, Meta has maneuvered to compete with its Magnificent 7 peers, a group of market leaders responsible for much of the industry's growth. 💵💰💰💵 Last week (the final week of May), Meta reported strong Q1 earnings and high capital expenditure plans, indicating that it intends to continue scaling its AI efforts. However, that's not the only noteworthy thing Meta has revealed recently. According to reports, the company is planning on expanding into another area, one that many people likely didn't see coming. This news has left both investors and consumers with pressing questions. In March 2016, long before the launch of ChatGPT kicked off the current AI revolution, Meta captured many people's attention when it released the Oculus Rift, its first virtual reality (VR) headset. This device marked the company's foray into consumer products. Since then, Meta has expanded its VR lineup, cashing in on the growing interest in both VR and metaverse gaming. Its products can be found in stores such as Best Buy, Walmart, and Target. But now Meta plans on taking its consumer tech expansion a step further, in the form of retail stores. Per Business Insider:'The company has a project to expand its retail footprint, which is not broadly known internally yet, according to an internal communication seen by Business Insider. The communication also said Meta planned to hire retail employees.' Meta already has one retail store, which is located on its campus in Burlingame, California. Opened in 2022, the Meta Store allows visitors to sample the company's hardware products, similar in both strategy and appearance to the typical Apple store. Additionally, last year, Meta hinted at a retail expansion when it debuted a pop-up shop in Los Angeles to sell its Ray-Ban Meta smart glasses. CTO Andrew Bosworth has described 2025 as the company's 'most critical' year, adding that it plans to significantly expand its AI-powered wearables lineup. Now it seems that Meta is delivering on that promise, threatening to rival Apple as it expands into the physical retail space. While the number of stores Meta plans on opening has not yet been revealed, some experts believe this step is necessary for Meta's growth to continue. More Consumer Tech News: Analyst has blunt words on Trump's iPhone tariff plansBest Buy CEO raises red flag about startling customer behaviorApple users will hate the latest news from Capitol Hill 'They aren't opening stores because they want to—they're doing it because they have to,' states technology founder and strategist Jared Navarre. 'Because the technology they're building can't be sold through a screen. It has to be experienced. It's like trying to describe childbirth to someone who's never felt it—words will never be enough.' Meta's decision makes sense, as it looks to cement its reputation not just as a social media company but as a consumer tech producer that makes wearable AI-powered devices. However, it comes at a time when Jonny Ive, the former Apple leader credited with designing the iPod and iPhone, has joined forces with partnership with the maker of ChatGPT is poised to make the consumer tech market even more competitive. And as Reilly Newman, founder of Motif Brands, tells TheStreet, it isn't the only risk Meta is facing. 'The desired behavior of shoppers is likely to be uphill for Meta because the brand isn't associated with a 'physical' brand in the minds of consumers,' he speculates.'The brand's position as a social media and advertising empire frames it not as a product brand. Overcoming this perception will be challenging because it involves rewiring how people view Meta, which must be accomplished through reassigning new meanings via associations.' Even so, other experts feel that Meta may benefit from a shift in the industry if it can correctly execute this transition. Felix Hartmann, Managing Partner at Hartmann Capital, predicts that the consumer tech market is entering a 'story over storefront' era. 'In a world flooded with digital noise, the companies that win will be the ones who can create visceral, in-person magic,' he (Facebook) shocks retail world with unexpected news first appeared on TheStreet on Jun 2, 2025 This story was originally reported by TheStreet on Jun 2, 2025, where it first appeared. Error while retrieving data Sign in to access your portfolio Error while retrieving data Error while retrieving data Error while retrieving data Error while retrieving data

Meta (Facebook) shocks retail world with unexpected news
Meta (Facebook) shocks retail world with unexpected news

Yahoo

time03-06-2025

  • Business
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Meta (Facebook) shocks retail world with unexpected news

Meta (Facebook) shocks retail world with unexpected news originally appeared on TheStreet. Meta Platforms () has been in full focus recently after an internal communication revealed something shocking. After becoming the market's first social media giant, the company has shifted its focus to expanding into the artificial intelligence (AI) field. As this new frontier of the tech sector has continued to grow rapidly, Meta has maneuvered to compete with its Magnificent 7 peers, a group of market leaders responsible for much of the industry's growth. 💵💰💰💵 Last week (the final week of May), Meta reported strong Q1 earnings and high capital expenditure plans, indicating that it intends to continue scaling its AI efforts. However, that's not the only noteworthy thing Meta has revealed recently. According to reports, the company is planning on expanding into another area, one that many people likely didn't see coming. This news has left both investors and consumers with pressing questions. In March 2016, long before the launch of ChatGPT kicked off the current AI revolution, Meta captured many people's attention when it released the Oculus Rift, its first virtual reality (VR) headset. This device marked the company's foray into consumer products. Since then, Meta has expanded its VR lineup, cashing in on the growing interest in both VR and metaverse gaming. Its products can be found in stores such as Best Buy, Walmart, and Target. But now Meta plans on taking its consumer tech expansion a step further, in the form of retail stores. Per Business Insider:'The company has a project to expand its retail footprint, which is not broadly known internally yet, according to an internal communication seen by Business Insider. The communication also said Meta planned to hire retail employees.' Meta already has one retail store, which is located on its campus in Burlingame, California. Opened in 2022, the Meta Store allows visitors to sample the company's hardware products, similar in both strategy and appearance to the typical Apple store. Additionally, last year, Meta hinted at a retail expansion when it debuted a pop-up shop in Los Angeles to sell its Ray-Ban Meta smart glasses. CTO Andrew Bosworth has described 2025 as the company's 'most critical' year, adding that it plans to significantly expand its AI-powered wearables lineup. Now it seems that Meta is delivering on that promise, threatening to rival Apple as it expands into the physical retail space. While the number of stores Meta plans on opening has not yet been revealed, some experts believe this step is necessary for Meta's growth to continue. More Consumer Tech News: Analyst has blunt words on Trump's iPhone tariff plansBest Buy CEO raises red flag about startling customer behaviorApple users will hate the latest news from Capitol Hill 'They aren't opening stores because they want to—they're doing it because they have to,' states technology founder and strategist Jared Navarre. 'Because the technology they're building can't be sold through a screen. It has to be experienced. It's like trying to describe childbirth to someone who's never felt it—words will never be enough.' Meta's decision makes sense, as it looks to cement its reputation not just as a social media company but as a consumer tech producer that makes wearable AI-powered devices. However, it comes at a time when Jonny Ive, the former Apple leader credited with designing the iPod and iPhone, has joined forces with partnership with the maker of ChatGPT is poised to make the consumer tech market even more competitive. And as Reilly Newman, founder of Motif Brands, tells TheStreet, it isn't the only risk Meta is facing. 'The desired behavior of shoppers is likely to be uphill for Meta because the brand isn't associated with a 'physical' brand in the minds of consumers,' he speculates.'The brand's position as a social media and advertising empire frames it not as a product brand. Overcoming this perception will be challenging because it involves rewiring how people view Meta, which must be accomplished through reassigning new meanings via associations.' Even so, other experts feel that Meta may benefit from a shift in the industry if it can correctly execute this transition. Felix Hartmann, Managing Partner at Hartmann Capital, predicts that the consumer tech market is entering a 'story over storefront' era. 'In a world flooded with digital noise, the companies that win will be the ones who can create visceral, in-person magic,' he (Facebook) shocks retail world with unexpected news first appeared on TheStreet on Jun 2, 2025 This story was originally reported by TheStreet on Jun 2, 2025, where it first appeared. Error in retrieving data Sign in to access your portfolio Error in retrieving data Error in retrieving data Error in retrieving data Error in retrieving data

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