

### Meta’s Metaverse Evolution: From VR to Mobile Experiences
In 2021, Facebook underwent a rebranding to Meta, marking a notable shift in emphasis towards constructing the metaverse—a shared virtual space. The company’s ambitious vision encapsulated its aim to “bring the metaverse into reality,” unveiling *Horizon Worlds*, a virtual reality (VR) platform created for users to discover and build their own immersive environments. Despite initial excitement, the implementation did not meet expectations, facing criticism over the platform’s visual aesthetics and user interface. Fast forward five years, and Meta is shifting away from conventional VR, repositioning *Worlds* as a mobile-first platform similar to popular games such as Roblox, following substantial investments exceeding $70 billion into virtual and augmented reality.
On February 19, Meta announced its new trajectory in a blog post detailing plans to differentiate its VR projects from *Horizon Worlds*. The company stated that this strategic decision aims to “create more space for both products to flourish.” The shift is evident: Meta plans to convert *Worlds* into a mobile application geared towards a wider audience, particularly young users who prefer engaging with mobile games over VR experiences.
Meta’s announcement signifies a crucial transformation in understanding consumer behavior. According to the company’s statements, early trials with mobile features yielded promising outcomes. Meta expressed a desire to tap into the booming mobile gaming market, highlighting that VR did not lure the user base they had expected. As they disclosed, they started with a limited group of VR creators but soon acknowledged the growth and promise of mobile gaming.
Notably, in its announcement concerning the transformation, Meta pointed out several popular games that had recently gained popularity within *Worlds*, such as *Grow A Garden*, *Steal A Brainrot*, and *Yeet Yourself*. These titles reflect successful concepts from Roblox, indicating that Meta’s strategy may involve mirroring elements that are already engaging gamers on other platforms. However, it is worth mentioning that shortly after the blog post was released, the latter two games were eliminated from the platform, raising concerns about Meta’s strategy and timing in this shift.
The choice to transition away from VR highlights broader trends within the gaming landscape, where platforms like Roblox continue to flourish, attracting millions of active players and generating substantial revenue. This market insight likely impacted Meta’s strategic pivot, acknowledging that a large, unexploited audience exists eager for accessible, mobile gaming experiences.
Looking to the future, Meta reassures that while its priorities may be changing, VR technology is not being entirely abandoned. The company has noted that it remains committed to developing VR hardware and intends to support third-party VR developers. Nonetheless, the recent reorganization of its VR game studios implies that virtual reality will be less prioritized in comparison to more immediate opportunities in mobile gaming and artificial intelligence.
In summary, Meta’s transition from a VR-focused strategy to a mobile-first gaming approach represents a significant shift driven by consumer preferences and market dynamics. As *Horizon Worlds* advances, it will be intriguing to see how effectively Meta can utilize its existing resources to craft engaging mobile experiences that resonate with users and potentially redefine its role in the gaming landscape.