[New] By 2035, augmented reality and virtual reality will evolve into seamless reality layering, where digital and physical worlds coexist and interact in real-time.
Ian Khan, FutureSHIFT Experience Keynote & Workshop -
[New] Meta will separate the Quest VR platform from Horizon Worlds, effectively turning Worlds mobile-first while preserving a VR track for Quest developers.
Bez Kabli
[New] Augmented VR is still evolving, but several trends suggest how it may develop in the coming years and how it could reshape everyday life.
INAIRSPACE
[New] By 2026, Everest Group expects AR/VR platforms to become mainstream, enabling enhanced collaboration, training, and customer engagement.
Medium
With a projected CAGR of 18.9% (2025-2035), AR/VR technologies are expected to redefine user interaction, business operations, and digital engagement across multiple industries worldwide.
openpr
The global demand for sextech is projected to rise substantially over the coming years, largely due to the introduction of virtual reality pornography.
Yahoo Finance
Sustained growth on the horizon: Projections indicate that between 2024 and 2028, we can expect an increase of 5.5 million VR headsets, signifying a substantial growth rate of approximately 25.28%.
VirtualSpeech
By 2026, mental health technology will be deeply integrated into educational ecosystems, with AI-powered personalized care, VR therapy, and predictive analytics becoming standard features rather than innovative exceptions.
Bode.it
VR and its related technologies, such as AR and spatial computing in particular, may not fully break out of the hype cycle for most of 2026, despite their potential for transforming psychomotor skills, assessment, psychosocial interactions, and simulation.
LWW
Meta's Reality Labs layoffs in January stoked fears of a VR slump even as Meta forecasts heavy AI and hardware spending in 2026.
Glass Almanac
According to research from the Augmented Reality for Enterprise Alliance, over 40% of digital twins deployments will include AR or VR interfaces by 2028, enabling more intuitive interaction with virtual replicas.
Programming Helper
As hardware becomes more affordable and content libraries grow, VR is expected to play a transformative role in personalized, inclusive, and scalable education globally.
openpr
Enterprise adoption: By 2030, enterprise users will dominate the VR segment, accounting for more than 60% of total revenue.
VirtualSpeech
Last updated: 02 March 2026
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