The Economics of Apple’s Vision Pro

Photo from apple.com.

On Friday, February 2, Apple released Vision Pro, its long-awaited, much discussed virtual reality (VR) headset. The Vision Pro headset allows users to experience either VR, in which the user sees only virtual objects, as for instance when the user sees only images from a video game; or augmented reality (AR), in which the user sees virtual objects, such as icon apps or web pages superimposed on the real world (as in the two photos below). Apple refers to people using the headsets as being engaged in “spatial computing” and sometimes refers to the headsets as “face computers.”

Photo from Apple via the Wall Street Journal.

Photo from Apple via the Wall Street Journal.

Vision Pro has a price of $3,499, which can increase to more than $4,000 when including the cost of the insert necessary for anyone who wears prescription eyeglasses or contact lenses and who chooses to buy additional storage capacity. The price is much higher than Meta’s Quest Pro VR headset (shown in the photo below), which has a price of $999.

Photo from meta.com.

In this post, we can briefly discuss some of the economic issues raised by the Vision Pro. First, why would Apple charge such a high price? In her review of the Vision Pro in the Wall Street Journal, Joanna Stern, the site’s personal technology writer, speculated that: “You’re probably not going to buy the $3,500 Apple Vision Pro. Unless you’re an app developer or an Apple die-hard ….”  

There are several reasons why Apple may believe that a price of $3,499 is profit maximizing. But we should bear in mind that pricing any new product is difficult because firms lack good data on the demand curve and are unsure how consumers will respond to changes in price. In our new ninth edition of Economics and Microeconomics, in Chapter 6 on price elasticity we discuss how Elon Musk and managers at Tesla experimented with the cutting the price of the Model 3 car as they attempted to discover the effect on price changes on the quantity demanded. Managers at Apple are in similar situation of lacking good data on how many headsets they are likely to sell at $3,499.

If Apple lacks good data on how consumers are likely to respond to different prices, why pick a price four times as high as Meta is charging for its Quest Pro VR headsets?

First, Apple expects to be able to clearly differentiate its headset from Meta’s headset. If consumers considered the two headsets to be close substitutes, the large price difference would make it unlikely that Apple would sell many headsets. Apple has several marketing advantages over Meta that make it likely that Apple can convince many consumers that the Meta headset is not a close substitute for the Vision Pro: 

  1. Apple has a history of selling popular electronic products, such as the iPhone, iPad, Air Pods, and the Apple Watch. It also owns the most popular app store. Apple has succeeded in seamlessly integrating these electronic products with each other and with use of the app store. As a result, a significant number of consumers have a strong preference for Apple products over competitors. Meta has a much more limited history of selling popular electronic products. For instance, it doesn’t produce its own smartphone.
  2. Apple has an extensive network of retail stores inside and outside of the United States. The stores have been successful in giving consumers a chance to try a new electronic product before buying it and to receive help at the stores’ Genius Bars with setting up the device or dealing with any later problems.  Meta operates few retail stores, relying instead on selling through other retailers, such as Best Buy, or through  its online site. For some consumers Meta’s approach is less desirable than Apple’s.

Second, as we discuss in Economics and Microeconomics, Chapter 15, Section 15.5, charging a high price for a new electronic product is common, partly because doing so allows firms to price discriminate across time. With this strategy, firms charge a higher price for a product when it is first introduced and a lower price later. Some consumers are early adopters who will pay a high price to be among the first to own certain new products. Early adopers are a particularly large segment of buyers of Apple products, with long lines often forming at Apple stores on the days when a new product is released. That firms price discriminate over time helps explain why products such as Blu-ray players and 4K televisions sold for very high prices when they were first introduced. After the demand of the early adopters was satisfied, the companies reduced prices to attract more price-sensitive customers. For example, the price of Blu-ray players dropped by 95 percent within five years of their introduction. Similarly, we can expect that Apple will cut the price of Vision Pro significantly over time.

Third, because Apple is initially producing a relatively small number of units, it is likely experiencing a high average cost of producing the Vision Pro. The production of the components of the headset and the final assembly are likely to be subject to large economies of scale. (We discuss economies of scale in Economics and Microeconomics, Chapter 11, Section 11.6.) Apple hasn’t released information on how many units of the headset it intends to produce during 2024, but estimates are that it will be fewer than 400,000 and perhaps as few as 180,000. (Estimates can be found here, here, and here.) Compare that number to the 235 million iPhones Apple sold during 2023. We would expect as Apple’s suppliers increase their production runs, the average cost of production will decline as Apple moves down its long-run average cost curve. As a result, over time Apple is likely to cut the price.

In addition, when producing a new good, firms often experience learning as managers better understand the most efficient way to produce and assemble the new good. For example, the best method of assembling iPhones may not be the best method of assembling headsets, but this fact may only become clear after assembling several thousand headsets. Apple is likely to experience a learning curve with the average cost of producing headsets declining as the total number of headsets produced increases. While economies of scale involve a movement down a static long-run average cost curve, learning results in the long-run average cost curve shifting down. This second reason why Apple’s average cost of producing headsets will decline contributes to the liklihood that Apple will cut the price of the Vision Pro over time.

Finally, we can discuss a key factor that will determine how successful Apple is in selling headsets. In Chapter 11 of the new ninth edition of Economics and Microeconomics, we have a new Apply the Concept, “Mark Zuckerberg … Alone in the Metaverse?” In that feature, we note that Meta CEO Mark Zuckerberg has invested heavily in the metaverse, a word that typically means software programs that allow people to access either AR or VR images and information. Zuckerberg believed so strongly in the importance of the metaverse that he changed the name of the company from Facebook to Meta. The metaverse, which is accessed using headsets likes Meta’s Quest Pro or Apple’s Vision Pro, is subject to large network externalities—the usefulness of the headsets increases with the number of consumers who use them. The network externalities arise because many software applications, such as Meta’s Horizon World, depend on interactions among users and so are not very useful when there aren’t many users.

Meta hasn’t sold as many headsets as they expected because they have had difficulty attracting enough users to make their existing software useful and the failure to have enough users has reduced the incentive for other firms to develop apps for Meta’s headsets. Initially, some reviewers made similar comments about Apple’s Vision Pro. For instance, even though streaming films in 3D is one of the uses that Apple promotes, some streaming services, including Netflix and YouTube, have not yet released apps for Vision Pro. Some important business related apps, such as FaceTime and Zoom, aren’t yet available. There are also currently no workout apps. As one reviewer put it “there are few great apps” for Vision Pro. Another reviewer wondered whether the lack of compelling software and apps might result in the Vision Pro headset suffering the fate of “every headset I test [which] ends up in my closet collecting dust.”

So, a key to the success of the Vision Pro will be the ability of Apple to attract enough users to exploit the network externalities that exist with VR/AR headsets. If successful, the Vision Pro may represent an important development in the transition to spatial computing.

A Reporter for NPR Encounters the Challenge of Network Externalities on an EV Road Trip

An electric vehicle (EV) charging station. (Photo from the Associated Press via the Wall Street Journal.)

Secretary of Energy Jennifer Granholm recently took a road trip in a caravan of electric vehicles (EVs). The road trip “was intended to draw attention to the billions of dollars the White House is pouring into green energy and clean cars.” A reporter for National Public Radio (NPR) went on the trip and wrote an article on her experience.

One conclusion the reporter drew was: “Riding along with Granholm, I came away with a major takeaway: EVs that aren’t Teslas have a road trip problem, and the White House knows it’s urgent to solve this issue.” The problem was that charging stations are less available and less likely to be functioning than would be needed for a road trip in an EV to be as smooth as a similar trip in a gasoline-powered car. The reporter noted that in her experience with her own EV: “I use multiple apps to find chargers, read reviews to make sure they work and plot out convenient locations for a 30-minute pit stop (a charger by a restaurant, for instance, instead of one located at a car dealership).”

EVs exhibit network externalities. As we discuss in Microeconomics and Economics, Chapter 10, 10.3 (Essentials of Economics, Chapter 7, Section 7.3), Network externalities are a situation in which the usefulness of a product increases with the number of consumers who use it. For example, the more iPhones people buy, the more profit firms and individuals can earn by creating apps for the iPhone. And the more apps that are available, the more useful an iPhone becomes to people who use it.

In this blog post, we discuss how Mark Zuckerberg’s Meta Platforms (which was originally named Facebook) has had difficulty selling Oculus augmented reality headsets. Many people have been reluctant to buy these headsets because they don’t believe there are enough software programs available to use the headsets with. Software designers don’t have much incentive to produce such programs because not many consumers own a headset necessary to use the programs.

The difficulty that Meta has experienced with augmented reality headsets can be overcome if the product is sufficiently useful that consumers are willing to buy it even if complementary products are not yet available. That was the case with the iPhone, which experienced strong sales even before Apple opened its app store. Or to take an historical example relevant to the current situation with EVs: When the Ford Motor Company introduced the Model T car in the early twentieth century, many people found that owning a car was such an advance over using a horse-drawn vehicle that they were willing to buy one despite there being realtively few gas stations and repair shops available. Because so many cars were being sold, entrepreneurs had an incentive to begin opening gas stations and repair shops, which increased the attractiveness of using a car, thereby further increasing demand.

As the NPR reporter’s experience shows, consumers choosing between buying an EV or a gasoline-powered car are in a situation similar to that faced by early twentieth century consumers in choosing between cars and horse-drawn vehicles. One difference between the two situations is that Congress and the Biden administration are attempting to ease the transition to EVs by subsidizing the construction of charging stations and by providing tax credits to people who buy EVs.

Mark Zuckerberg … All Alone in the Metaverse?

In October 2021, Facebook founder Mark Zuckerberg did something unusual–he changed the name of the company from Facebook, Inc. to Meta Platforms, Inc. According to Zuckerberg, he did so because he said, “Over time I hope our company will be seen as a metaverse company.” What is the metaverse? Definitions differ, but it typically refers to software programs that allow people to access either augmented reality (AR) or virtual reality (VR) images and information.  

 In both AR and VR, people wear headsets, goggles, or glasses to see images and information displayed. In VR, you wear goggles and have to remain stationary because your whole field of vision is a digital projection, so if you walk around you run the risk of tripping over furniture or other obstacles. With AR, you can walk through the physical world because your goggles display only limited amounts of information.

For example, Peggy Johnson, CEO of Magic Leap describes the device her firm sells this way: “You wear it over your eyes. You can actually think of it as a computer on your eyes. And you still see your physical world around you, but we place digital content very smartly in that physical world.” Among other uses, Magic Leap’s device can help to train a worker to use a new piece of equipment by overlaying a virtual version of the equipment over the actual piece of equipment. The virtual version would place instructions in the worker’s field of view. That worker would be in the metaverse.

While Meta has been selling Oculus AR headsets, Zuckerberg has focused more on VR than on AR.  An article in the Wall Street Journal described the VR metaverse that Zuckerberg is hoping to help build: “Eventually, the idea is that people will be able to do almost anything in the metaverse: go shopping, attend school, participate in work meetings.”  They would do these things while sitting at their desk or armchair. Meta’s first significant VR product was Horizon Worlds. On Horizon, after choosing an avatar, or virtual figure that represents you, you can shop, play games, or hang out with other people. You enter Horizon by using Meta’s Quest VR headset, which has a price of $400 to $700, depending on the headset’s configuration. Meta set a goal of having 500,000 monthly users of Horizon by the end of 2022 but ended the year with only around 200,000 active users. 

Horizon’s main problem seems to have been that the app was subject to large network externalities. As we discuss in Chapter 10, Section 10.3 of Economics and Microeconomics, network externalities describe the situation in which the usefulness of a product increases with the number of consumers who use it. The Horizon app is enjoyable to use only if many other people are using it. But because few people regularly use the app, many new users don’t find it enjoyable and soon stop using it. According to an article in the Wall Street Journal, in late 2022, “Most visitors to Horizon generally don’t return to the app after the first month … there are rarely any girls in the Hot Girl Summer Rooftop Pool Party, and in Murder Village there is often no one to kill. Even the company’s showcase worlds… are mostly barren of users.” Reality Labs, the division of Meta in charge of Horizon, the Quest headset, and other metaverse projects, had total losses of $27 billion by the end of 2022. The losses were partly the result of Meta selling Quest headsets for a price below the cost of producing them in an attempt to get more people to use Horizon.  

Zuckerberg peisists in believing that the firm’s future lies with the metaverse and continues to spend billions on metaverse projects. Investors aren’t convinced that this strategy will work because, as an article on economist.com put it in early 2023: “Few people are burning to migrate to the metaverse.” As investors’ became more skeptical of Zuckerberg’s strategy, Meta’s stock price declined by more than half between the fall of 2021 and early 2023.  To be successful in its metaverse strategy, Meta will eventually have to attract enough buyers of its Quest headsets and users of its Horizon app to begin taking advantage of network externalities. 

Source: Dylan Croll, “Magic Leap CEO Peggy Johnson on the AR revolution,” news.yahoo. com, January 4, 2023; “Things Are Looking Up for Meta,” economist.com, February 3, 2023; “How Much Trouble Is Mark Zuckerberg In?” economist.com, October 16, 2022; Jeff Horwitz, Salvador Rodriguez, and Meghan Bobrowsky, “Company Documents Show Meta’s Flagship Metaverse Falling Short,” Wall Street Journal, October 15, 2022; Sarah E. Needleman, “Facebook Changes Company Name to Meta in Focus on Metaverse,” Wall Street Journal, October 28, 2021; Meghan Bobrowsky and Sarah E. Needleman, “What is the Metaverse? The Future Vision for the Internet,” Wall Street Journal, April 28, 2022.