While the VR industry continues its “headset wars,” MERGE is focused on the power of AR to transform digital interaction. While MERGE offers the industry leading phone-powered AR/VR headset in its price range (under €30), the company is also leading in AR with its MERGE Cube. MERGE Cube is the world’s first holographic object that you can hold in the palm of your hand and its touch-based interaction model is redefining AR by extending the experience beyond the screen. Introduced for the 2017 holiday selling season in the United States, MERGE Cube has sold over one million units. MERGE has also built a curated discovery portal called Miniverse to provide games, apps and experiences to support MERGE Cube and its AR/VR Goggles. There have been over 7 million downloads from the Miniverse to date.
MERGE Cube is the first/only AR product to truly transcend home, school and the workplace. Families are buying MERGE Cube as a new way for their kids to learn and play. This includes AR versions of popular games such as Rubik’s Cube and Minecraft, as well as exploring in AR with apps such as Dino Digger, featuring Jurassic Park paleontologist Jack Horner. With hundreds of kid-safe AR/VR games, apps and 360 videos (most are free), MERGE Cube provides kids with hours of experiences that they just can’t get on a traditional game platform. For hands-free use of their MERGE Cube, MERGE offers the industry’s leading durable soft-foam AR/VR Goggles that works on most modern iOS and Android devices.
In addition to consumers, educators are buying MERGE Cubes to transform how students learn in the classroom. MERGE Cube allows students to interact with objects in full AR, thereby bringing lessons to life as they can hold a solar system, explore fossils or watch a volcano erupt in the palm of their hand. These interactive AR learning experiences can contribute to increased student engagement and supports active learning initiatives. Commercial uses of MERGE Cube include viewing and manipulating AR objects for healthcare, environmental science and others. This is exciting because AR/VR has opportunities for relevance beyond niche gaming and workplace glasses. Creating new ways for consumers to interact and embrace AR technology will jumpstart the industry.