Our team has now had apps as #1 in both Steam's VR category (tag?) and on Gear VR. Below is what we've learned.
Position: Steam guarantees # of views and randomizes those views. It's so clear that I can explain in a tweet and still have 100 characters.
Audience: In general, Gear VR users graze across multiple apps, Steam users dine. Time in app is 5x higher for non-mobile (likely heat).
Audience: UI/UX needs much more QA love on mobile. Very easy to frustrate on Gear VR, as often less VR/tech oriented. Should 'just work'.
Audience: This is an assumption based on review style, but Gear VR seems much broader, but also often younger. Plan accordingly.
Audience: Free content will have greater engagement on Gear VR. It will also often produce more media interest (at least in our exp).
Audience: We're enabling IAP in a month on Gear VR so can't speak to this yet, but word on the street is GrooVR and vTime are crushing it.
Dev Support: The backends of both systems are beautiful and highly functional. The examples are wonderful now as well. A genuine pleasure.
Dev Support: Steam has email support, forums, best practice guides, and applies these consistently.
Dev Support: Oculus doesn't reply to emails, has odd forums, best practice guides that are outdated, and inconsistent in approach of all.
Dev Support: Saying this means I'm likely in trouble. Many VR devs live in this fear. It is disheartening.
Future: I love both the Gear VR and Vive/Steam as platforms and believe both have insanely bright futures.
Future: Hoping this info helps someone out there. VR isn't a black box. Sharing is the first step to solving. Now, back to making stuff. :)