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Global Scans · Virtual Reality · Weekly Summary


  • [New] VR and AR are transforming education by offering experiential learning opportunities that increase student engagement. BUSINESS 2.0 NEWS
  • [New] 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
  • [New] 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
  • [New] 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
  • 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

Last updated: 16 March 2026



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