The Key to The Metaverse?
According to technology research firm Gartner, by 2026, one of every four people around the world will have spent time in the “metaverse” — a virtual society where people can socialize, work, and play.
As a 2021 report from Bloomberg Intelligence noted, “The metaverse is the next big technology platform, attracting online game makers, social networks, and other technology leaders to capture a slice of what we calculate to be a nearly $800 billion market opportunity.”
The thing is, the future of the metaverse will depend largely on technology that can provide users immersive, reliable, comfortable experiences. That’s what Rebuff Reality was designed to do.
This company creates and sells premium hardware accessories for the Virtual and Augmented Reality markets. In addition to enhancing the metaverse experience, these products are intended to amplify existing VR/AR platforms and services.
Along with its line of products, Rebuff Reality has built a unique VR Shop, a fully-immersive shopping experience that allows visitors to engage with products they’re interested in more closely than ever before.
Rebuff Reality has shipped 100,000 units of more than 50 products across 70 countries. And with a licensing partnership with VIVE, the second-largest VR hardware provider in the market, this company is already becoming an established brand. Annual revenues have grown from $800,000 in 2019 to around $3 million in 2020, and to more than $4.7 million in 2021.
Now Rebuff Reality is seeking additional capital to scale its business and meet consumer demand.
The metaverse undoubtedly has enormous potential. But so does the market for AR/VR technologies. As of 2020, nearly one-fifth of American adults had tried some type of VR experience. And in the U.S. alone, there are more than 57 million VR users.
Thanks to drivers including mobile gaming and an increase in internet connectivity, Allied Market Research projects that the global AR/VR market — which was valued at around $15 billion in 2020 — will surpass $450 billion by 2030.
But for this market to reach its potential, the technology will have to improve. Notably, many VR/AR enthusiasts have similar issues with the state of the market.
For one, they demand uninterrupted experiences — in other words, adequate power to support the game or content they’re enjoying. For another, they seek total immersion (as opposed to the head- or hand-only sets most people picture when they think about VR).
Furthermore, they want to experience VR/AR in a crystal-clear sound environment, and have a genuinely enjoyable experience.
Rebuff Reality’s lineup of accessories was designed with features that aim to solve these problems or requests. Some of its key products include:
• VR Power, which provides 6 to 10 hours of playtime on the Oculus Quest headset.
• TrackStrap, and its powered version, TrackStrap Plus, which are leading solutions for enabling full-body tracking when paired with a product from VIVE.
• VR Ears, one of the first cross-platform, off-ear speakers that work on all popular VR headsets.
There’s also replacements for headset parts like foam pieces and straps, hand-held grips, lens protectors, and more.
Additionally, Rebuff Reality’s VR Shop offers a unique shopping experience. This shop runs in a web browser, and allows shoppers to engage with brands from the comfort of their own home. They can complete digital hand-held scale demonstrations, interact with social, Artificial Intelligence-equipped “bots” for support, and receive education about products they’re interested in.
Rebuff Reality sells its products through its website, as well as through retailers like Amazon, BestBuy, Walmart, and GameStop.
Aaron has 17 years of experience in the consumer electronics industry.
Early in his career, he owned Waplington Audio Visual, a company manufacturing audio speaker systems. He then joined Tymphany, an audio products manufacturer, where he worked with brands including Beats, Sonos, Bose, and Harman.
More recently, he jointed Eastech, a computer and electronics manufacturing company, as General Manager of Operations for its Premier Sound Group. He led teams to design and build a facility that supplied branded audio to some of the world’s leading car manufacturers.
Aaron earned a Bachelor’s degree in Electronic Systems Engineering from Edith Cowan University.
Joe has experience in corporate development and venture capital. He’s worked for both small startup and large, publicly-traded companies.
After earning a Bachelor’s degree in Philosophy from the University of Florida, he co-founded LC Clearinghouse, a commodities trading firm. He then continued working in finance, first for Merrill Lynch, and then for Kinyoon Group, a private equity firm based in Hong Kong.
More recently, Joe pivoted to the gaming sector, working at gaming companies Sanqi Entertainment and Skymoons Interactive.
Yin’s focus is on creative design and production. He’s worked with brands including Facebook, Google, and Reebok.
For 12 years, he was an art director with C42D Creative, a New York-based branding agency. He joined Rebuff Reality in July 2019.
Yin holds a Bachelor’s degree in Graphic Design from Queens College.