Join gaming leaders, alongside GamesBeat and Facebook Gaming, for their 2nd Annual GamesBeat & Facebook Gaming Summit | GamesBeat: Into the Metaverse 2 this upcoming January 25-27, 2022. Learn more about the event. 

Grab your motion controllers, kids. It’s time to join our digital hands and sing “We are the World” … or maybe “We are the VRorld.”

Facebook’s Oculus, Google, HTC, Sony Interactive Entertainment, Samsung, and Acer have joined together to form a VR-industry consortium called the Global Virtual Reality Association. This is a nonprofit organization that will see the various companies coming together to determine and share best practices for the budding VR market, which some analysts predict could generate as much as $40 billion in revenues by 2020.

The GVRA will focus the bulk of its effort on creating an environment where hardware and software meets a certain set of guidelines in an effort to increase adoption of the technology around the world. This group is also now a point-of-contact for the VR industry as a whole, so policymakers and outside industries that have questions or curiosities can reach out to the GVRA to get answers.

As part of a series of canned comments, Acer chief executive Jerry Kao noted that something like this is crucial for building a strong foundation that the future of VR can grow. Spokespeople from the other companies, like Google, echoed that.


The 2nd Annual GamesBeat and Facebook Gaming Summit and GamesBeat: Into the Metaverse 2

January 25 – 27, 2022

Learn More

“The GVRA is a necessary first step toward ensuring great VR experiences for everyone,” Google immersive design director Jon Wiley said in a statement. “[We’ll accomplish that] through collaborating on research and sharing best practices as the field grows and evolves. We look forward to working with our industry colleagues.”

Absent from this consortium, however, is industry leader Valve Software. That company makes the Steam VR platform that powers the HTC Vive and also enables headsets like the Oculus Rift to play virtual reality software from the Steam PC-gaming portal. But, unlike the rest of the GVRA members, Valve does not manufacture its own hardware. I’ve asked Valve if that is why it is not participating.

But for now, it’s nice to see corporations championing the power of collective action.


GamesBeat's creed when covering the game industry is "where passion meets business." What does this mean? We want to tell you how the news matters to you -- not just as a decision-maker at a game studio, but also as a fan of games. Whether you read our articles, listen to our podcasts, or watch our videos, GamesBeat will help you learn about the industry and enjoy engaging with it. How will you do that? Membership includes access to:
  • Newsletters, such as DeanBeat
  • The wonderful, educational, and fun speakers at our events
  • Networking opportunities
  • Special members-only interviews, chats, and "open office" events with GamesBeat staff
  • Chatting with community members, GamesBeat staff, and other guests in our Discord
  • And maybe even a fun prize or two
  • Introductions to like-minded parties
Become a member