Through the use of MR capabilities, the teams behind Arkio, Cubism, and Eleven Table Tennis fueled new gameplay, user acquisition, and retention growth, giving people a fresh perspective with the freedom to view, navigate, and interact with virtual objects within their virtual environment.
After implementing MR, Eleven Table Tennis reported longer session durations with some players staying engaged for over three hours, a figure higher than any duration seen in the fully immersive game mode. With new ways for players to compete in the comfort of their physical space, Eleven Table Tennis also experienced increased sales for both Meta Quest 2 and Meta Quest 3.
Arkio’s implementation of colocation and Shared Spatial Anchors now help enable the app to support up to 24 people working together comfortably in MR remotely or in person. By leveraging Boundary API and Spatial Anchors, users don’t need to adjust their movements according to the limits of their usable space and gain the ability to model new design ideas on top of their real environment.
For Cubism, the addition of Passthrough has translated into flexible gameplay that gives players more freedom to choose where and how they solve the game's puzzles. The game’s simplicity is underscored by a familiar physical environment that provides a highly engaging yet ideal introductory MR experience.