Sarah Guo presented on building for emerging computing platforms like virtual reality (VR). She noted that we are still very early in VR adoption, with headset install bases estimated at 1-5 million in 2016 compared to over 3 billion smartphones. Content designed for VR will need to account for lower adoption rates initially. Startups should consider strategies like supporting multiple modalities, pursuing enterprise and partnership opportunities, and pacing funding to match adoption milestones in order to survive the early adoption period for this new technology. While challenges exist, VR also presents opportunities to be part of shaping a new computing wave.