<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Immersive Experience Economy on Cederik Haverbeke</title><link>https://cederik.com/tags/immersive-experience-economy/</link><description>Recent content in Immersive Experience Economy on Cederik Haverbeke</description><generator>Hugo</generator><language>en</language><lastBuildDate>Fri, 06 Mar 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://cederik.com/tags/immersive-experience-economy/index.xml" rel="self" type="application/rss+xml"/><item><title>The Three Units of the Immersive Experience Economy</title><link>https://cederik.com/writing/three-units-immersive-experience-economy/</link><pubDate>Fri, 06 Mar 2026 00:00:00 +0000</pubDate><guid>https://cederik.com/writing/three-units-immersive-experience-economy/</guid><description>&lt;p&gt;There is a measurement problem at the heart of the immersive experience industry.&lt;/p&gt;
&lt;p&gt;We can tell you the resolution of a headset. We can quote you the polygon count of a virtual environment. We can measure frame rates, latency, field of view — every technical parameter that engineers care about. But ask a venue operator what their experience is &lt;em&gt;worth&lt;/em&gt;, and they will give you a ticket price. Ask a designer how &lt;em&gt;good&lt;/em&gt; their experience is, and they will show you a user satisfaction survey. Ask an investor how to &lt;em&gt;compare&lt;/em&gt; two immersive experience companies, and they will default to revenue multiples that ignore everything that makes this industry different from selling software or running a cinema.&lt;/p&gt;</description></item></channel></rss>