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Global Scans · Virtual Reality · Weekly Summary


  • [New] XR (VR + AR) supports about 80,000 jobs today, and estimates suggest it could reach 2.3 million roles by 2030. / USA Bayelsa Watch
  • [New] The AR/VR retail segment is expected to grow at 28-32% CAGR through 2033, supported by improving hardware capabilities, declining hardware costs, and expanding consumer familiarity with immersive technologies. Persistence Market Research
  • [New] Newer, better hardware Xreal's Project Aura (a collaboration between Google and Xreal) is expected to launch smart glasses that bridge the gap between bulky VR headsets and lightweight, but limited, smart glasses. LinkedIn
  • Approximately 77 million VR users were recorded in 2024, with projections of 80.6 million users in 2025 and over 91.3 million by 2028. / USA Bayelsa Watch
  • VR and AR could reshape up to 23 million jobs by 2030. Bayelsa Watch
  • The Virtual Speech report stated that projections show that, from 2024 to 2028, VR headset shipments are expected to rise by about 5.5 million units, representing roughly 25.28% growth. Bayelsa Watch
  • There's no doubt that Johnson & Johnson will continue to drive technological innovation in the pharmaceutical space, with virtual reality playing a big role in that. VirtualSpeech
  • VR technology in 2026 will let prospective travelers experience destinations, hotels, and activities before committing. Athleisure Mag | Athleisure Culture
  • Over the next three years, the most significant trend will be the expansion of AR and VR into smaller markets through affordable devices and localized content. Verified Market Reports
  • VR and AR are transforming education by offering experiential learning opportunities that increase student engagement. BUSINESS 2.0 NEWS
  • Use VR/AR as promotional tools, not replacements: Virtual concerts and AR activations will not replace live events (people still crave the real thing) - but they are powerful additions to your marketing mix, aligning with event marketing in 2026 key trends. Ticket Fairy
  • To experience deeper immersion, you will typically need specific hardware devices such as VR head-mounted displays (Oculus Quest, PICO, etc.), AR glasses, and even more advanced haptic feedback devices. Cashback Island
  • Reality Labs is expected to continue large losses, and shifting focus from VR to AI wearables adds execution risk versus competitors like Apple and Snap in headsets and glasses. Simply Wall St
  • The entertainment & gaming segment is predicted to grow at the strongest CAGR of approximately 17.38% during 2026-2035, driven by increasing adoption of immersive gaming experiences and virtual reality integration. GlobeNewswire
  • 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 -
  • 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
  • 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
  • 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

Last updated: 06 April 2026



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