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I just posted my 100 win in Scrabble which I play frequently on my mobile phone. It was a fun game as always, but what made it particularly noteworthy was the fact that I was playing with a friend who is halfway around the world in India. Like many of you, I remain in touch with several of my friends using Facebook which has been instrumental in renewing old connections and long lost friendships. With over one billion users, Facebook has become the predominant way in which many people keep in touch with friends, acquaintances and coworkers. Facebook has had one other remarkable effect; it has turbo charged a trend that was already gaining much momentum over the last decade: social gameplay. This is the third, and in my opinion, the most important secular force that is driving the massive growth in videogaming.
Videogames which were originally built predominantly for single user play have rapidly evolved over the last several years to incorporate many capabilities that enable co-op play and gaming with friends. There have always been specific games that enabled multi-user online play in the past, but the recent ubiquity of compute and graphic power in so many new devices, the associated pervasiveness of broadband connectivity and the large global footprint for gaming has been profoundly impacted by the ability to engage in social play. We now have algorithms that enable logical matchmaking inside games, multithreaded game engines, sophisticated rendering systems and web services that power secure connections enabling chat and other real time interactions. These have been key technologies driving the growth. To embrace these trends, companies have to rethink the fundamental design of the core software and invest in underlying platform technologies. The technical challenges are non-trivial to enable synchronous and asynchronous online connected experiences and bridge diverse social networks across all device types. It does take a concerted effort in every part of the organization to make this happen. But the results are well worth it.
And not only can you play online together - anything you now buy on one of the devices above will be available for you to access when you log into another. That means: you can buy Minecraft Coins on iOS and spend them on your Nintendo Switch. Or snap up the Chinese Mythology Mash-Up pack on Xbox One, decide you hate your couch, and hop over to your Windows 10 PC to continue the fun.
Background and situation. I'm complete Meta/Oculus/VR newbie. Last year we bought an Oculus Quest2. Calling this Oculus-A. It required Facebook signup at the time. We made a FB account and setup the Oculus-A. My younger son (Son-A) took to it right away and has been primary user all year.
We just bought second Meta Quest2 - Resident Evil VR (Calling this Oculus-B) for second son (Son-B) hoping then can play together (not necessarily RE2 game, but just in general, play together in VR).
Son-A was trying to set up Oculus-B and it seems like he's linked new VR (Oculus-B) to existing Meta account for Oculus-A), but hasn't completed setup. (when Son-A logs into his Oculus app on his phone, both devices now show)
Hey there @cnm000! We're more than happy to help get you and your family back into the world of VR, so let's get started! You'll want to have 2 separate accounts for each device, as one account cannot be active on 2 devices at once. Son B can factory reset his headset and login with his own account in order to make that account the primary on the device. App sharing is a possibility, however apps can only be shared by the admin to other accounts across the same device.
You're absolutely right! Games purchased on an account will remain linked to that account regardless of which device it is connected to. To answer your question, the headsets can have both accounts tied to the device. So Son A would be primary on Quest A and secondary on Quest B, while Son B is secondary on Quest A and primary on Quest B. We hope that clears things up for you! If you have anymore questions don't hesitate to send them our way, we'll be more than happy to lend a hand.
I had the same question and want to make sure I'm understanding the answer here. I have Meta Quest 2, I am looking to buy another VR headset, either meta 2 or meta 3. question #1 - If i buy a game lets say Ghostbusters, can we play the game together online if accounts linked or do I have to buy the game for each headset?
Hey there, @ADOBO1! These are great questions! We can confirm that each account will have to purchase their own version of the game in order to play online against each other. As long as the game can be played in both headset versions, you should be able to play together. If you head on over to the Games page in the store, you'll find which devices are available for the game. For instance, Ghostbusters: Rise of the Ghost Lord supports Meta Quest 3, Meta Quest Pro and Meta Quest 2.
Having trouble with a Facebook or Instagram account? The best place to go for help with those accounts is the Facebook Help Center or the Instagram Help Center. This community can't help with those accounts.
I joined the team in 2012, only a few months after Google Play launched. At that time, active users on Android had just grown from 100 million to 400 million. Android was the new kid on the block, with the audacious goal of making mobile computing accessible to everyone, everywhere. You were understandably skeptical about our chances for success - we were so far behind competing platforms in most aspects, from platform features and tools to design guidelines and commercial capabilities. Our belief in the immense potential of a fair and open ecosystem - and, even more importantly, our belief in your limitless potential - made us push forward. We were and continue to be driven by our commitment to your success.
Back then, our tiny partnerships team of just six people was figuring out how we could best support you in navigating the opportunities and challenges of the mobile economy. There were so many uncertainties: would we be able to deliver the apps you were envisioning to a global audience on devices they can afford? Would people watch videos on the small smartphone screens, given the high cost of mobile data and low device capabilities? Would they be happy paying for mobile games, and feel safe doing so? Would people subscribe to in-app content in the same way that they did to physical goods like magazines and newspapers?
We were with you every step of the way, taking the time to understand your needs and find ways to help you build beautiful apps and games. We also invited our global community of users to help us evolve your apps and games together, supported by features like beta testing and staged rollouts, and the ability to reply to user reviews.
Some of my fondest memories from those early days are of working with companies who inspired us by dreaming up novel ways to harness the magic of mobile phones. They broadened our perspective of what is possible. Smule is one of those early partners who kicked off their success in the first couple of years of Play. They became one of the first of many to inspire my team, and share their story with the community:
As your apps gained traction and you aspired to convert them into sustainable global businesses, we bolstered our investments in our commerce platform to help you grow and manage your business. We added the most popular and effective forms of payment from around the world to ensure people could pay for your apps and games frictionlessly. We removed complexities associated with finding and integrating local payment, including access to 300+ local payment methods supported in 70 countries. We also evolved our platform to anticipate and support your business needs - going from premium to free-to-play and subscriptions business models - and now Google Play helps consumers transact safely and seamlessly in more than 170 markets.
We provided industry leading insights through our Play Console on the entire lifecycle of your app, from installs to Vitals and more, to help you manage your business effectively. I remember my entire team tearing up when Vincenzo Colucci, the founder of Smart Launcher, described how Play enabled him to live where he wanted to live - in Manfredonia, in the South of Italy, with his loved ones - and do what he loves to do - build apps that impact people around the world. His company also turned 10 years old this year.
At every step, you demanded more from us and inspired us to think more expansively. In response, our product and engineering teams built tools and capabilities that could support all the great things that you were doing. Your feedback has helped to shape the launch of new features, resources and programs to support your success on the platform. With your help, we have evolved: