Considering the high profile of the launch we're talking about 2,300 is an awfully low number, even factoring in some of the criticisms of Light Repair Team #4 and its sparse marketing. That speaks to another problem facing virtual reality development: Even after the release of all the major headsets, many Americans don't even know about it. In fact, according to a new study from Parks Associates, 63 percent of Americans are either unfamiliar with or know nothing about virtual reality, and only around 6 percent of men and 2.5 percent of women have any interest in buying a headset. In those conditions, even the best games likely have trouble making a profit.
From the article "It's Really Hard to Make Money With Virtual Reality Games" by motherboard.vice.com
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