US Tech Trends 2025: AR/VR
While AR and VR work to gain traction in gaming, their widespread adoption depends on expanding into practical, everyday uses beyond entertainment.
While AR and VR work to gain traction in gaming, their widespread adoption depends on expanding into practical, everyday uses beyond entertainment.
While AR and VR work to gain traction in gaming, their widespread adoption depends on expanding into practical, everyday uses beyond entertainment. Current headsets remain bulky, limiting appeal and the types of experiences they can offer. However, as AR/VR technology becomes more user-friendly, it could see breakthrough applications in education, training, healthcare, and design. Interest in AR and VR remains modest at best, with the most popularity among men aged 18-54. Challenges like motion sickness and confusion between AR and VR among older adults persist, but focusing on practical applications beyond gaming can help drive engagement by showcasing real-world practical value.
The market continues to evolve, with Meta’s Quest devices leading in sales and usage, although high financial losses suggest a need for sustainability. However, other companies like Valve and Apple face challenges with high-priced models. Inflation and economic dynamics influence consumer spending, which affects the AR/VR market as a whole.
AR and VR have found modest success in gaming, but their future growth depends on expanding into practical, everyday applications beyond entertainment.
Brian Benway, Senior Tech and Gaming Analyst