“Digital actuality is a medium for the extension of physique and thoughts… constructed by the senses and solely exists within the minds of customers.” You might be pondering this sounds revolutionary, proper? But it surely was truly printed all the best way again in 1993 by Frank Biocca and Mark Levy.
The purpose we’re making is, like most expertise that makes main waves within the information, digital actuality isn’t actually a brand new idea in any respect. What has modified is the best way we join with the world round us and the expertise we use to do it, so what does the way forward for VR appear like? Let’s check out a number of the key VR tendencies.
VR adoption and recognition
Globally, over 1 / 4 of shoppers say they’re enthusiastic about digital actuality. However that pleasure hasn’t translated into buy habits, with solely 5% of shoppers truly pulling the set off.
It’s onerous to discuss the way forward for VR with out concerning the metaverse, which on the time, felt like a totally game-changing phenomena. Pleasure over the metaverse has fallen 20% year-on-year, so we’re very a lot on the opposite facet of the hype bubble that took over tech information in 2022: a imaginative and prescient of co-creative digital worlds the place we’d purchase digital garments, have conferences, and socialize. Roblox offers us nice perception into metaverse tendencies which have caught manufacturers’ consideration, however it was the discharge of the Apple Imaginative and prescient Professional in 2024 that gave shoppers an actual glimpse into the way forward for VR.
Apple’s entry into new product classes typically means one factor. The Apple Watch was launched in 2015, and since then possession of smartwatches has grown year-on-year. Does that imply the Apple Imaginative and prescient Professional will kick off a brand new VR development? Nicely, we are able to take a look at different applied sciences to see how one thing would possibly shift from an rising development, to mainstream adoption.
Smartwatch possession accelerated in the course of the pandemic. As individuals swapped health club exercises with residence train and native runs, they discovered consolation in monitoring their well being stats. Then there’s the lower cost level which makes them a extra accessible selection versus conventional luxurious watches.
Right now, there are extra VR headset house owners in markets like North America than there have been smartwatch house owners again in 2015. Whereas VR isn’t about monitoring steps, persons are keen to pay excessive costs for the distinctive digital experiences these gadgets provide, and people who don’t personal them are curious to see what it’s like.
Take YouTuber MKBHD’s assessment of the Apple Imaginative and prescient Professional for example. It hit 26 million views in simply 4 months – the second hottest video ever launched on his channel. Regardless of the preliminary pleasure, the thrill round VR gadgets has light. Now, the problem lies in proving their worth, creating extra accessible worth factors, and proving their use circumstances.
VR customers are fascinated by greater than gaming
We all know there are totally different motivations to make use of VR headsets, however when you thought these early adopters would simply be a bunch of avid gamers, you’d be large of the mark.

Simply to make it clear, VR house owners are into gaming. Globally over half say they personal a video games console, and so they use them not only for gaming, however browsing the net too. They’re additionally tremendous lively on Reddit, being over 4 occasions extra doubtless than common to make use of the platform to create posts, and 3 times extra prone to be part of communities and hold up-to-date with the information.
However then there’s the enterprise customers. They’re over 3 times extra prone to have gone on over three worldwide enterprise journeys within the final yr and to make use of American Categorical cost providers. They’re additionally over 3 times extra prone to have began a LinkedIn studying course, and even clicked on sponsored advertisements on the platform.
The purpose is, trying past demographics lets you discover the range inside an viewers, and VR house owners are a extra numerous crowd than you’d think about.
How are shoppers already utilizing VR?
It’s no shock that gaming is VR customers’ major motivation to personal one, however you actually need to take a look at the larger image. Not many avid gamers have truly purchased into this tech.

Whereas gaming at the moment dominates, the market is increasing from area of interest audiences like hardcore avid gamers, to productiveness and mixed-reality for enterprise customers and informal purposes. That’s why the highest causes for utilizing a VR headset amongst non-console house owners is for leisure, and if the discharge of the Apple Imaginative and prescient Professional was something to go by, it caught shoppers’ creativeness.
Whereas we’re unlikely to see Imaginative and prescient Professional usability at a Meta Quest 3 worth level for numerous years, there are many audiences who this tech will nonetheless enchantment to. In addition to a common lack of curiosity, the most typical causes for not shopping for into the tech is the excessive value, and restricted use circumstances. With Apple reportedly specializing in a less expensive successor to the Imaginative and prescient Professional, shoppers nonetheless want proof that the tech is definitely worth the funding earlier than they make the leap.
Mapping out the VR market
So as to perceive the state of VR tendencies, we’d like to take a look on the market panorama. To do that, we’ve thought of a number of the hottest VR gadgets in the marketplace at present, and the way they might enchantment to totally different client teams.

Client: Designed primarily for informal customers, sometimes simpler to make use of, extra inexpensive, and require much less technical setup. Typically marketed in the direction of most people for on a regular basis use.
Skilled: Designed for skilled or enterprise use. Usually have greater specs, extra superior options, and a better worth level. Used for skilled purposes similar to design, simulation, or enterprise-level productiveness.
Gaming: Optimized primarily for gaming. Give attention to options similar to excessive refresh charges, immersive graphics, and responsive controls to supply an optimum gaming expertise.
Productiveness/Blended Actuality: Optimized for productiveness duties and blended actuality purposes. Contains options similar to high-resolution shows for detailed work, AR capabilities, and instruments for collaboration, design, and different skilled makes use of.
Manufacturers are positioning themselves available in the market with totally different priorities. The Meta Quest collection are a mixture of efficiency and affordability, in style for each informal and immersive gaming expertise, and excessive company customers. The PlayStation VR2 is an out and out gaming gadget, for customers in search of high-quality VR gaming with out the necessity for a high-end PC. Then the Apple Imaginative and prescient Professional positions itself as a premium gadget for informal looking {and professional} use, integrating seamlessly with the Apple ecosystem.
The factor with the Apple Imaginative and prescient Professional is that it’s not pitched as a ‘new’ product however as an extension of a longtime tech ecosystem, it supplies a lot better immersion and for a lot of, familiarity. You could possibly draw parallels with the discharge of the primary iPhone, a premium providing that kicked off the smartphone growth in 2007. What’s tougher to foretell is whether or not this can result in broader adoption.
Profiling potential VR shoppers
With solely 4% of shoppers planning to purchase a VR headset within the subsequent 12 months, competitors is excessive, making it much more vital to know who these potential consumers may be. With the expertise removed from reaching mass adoption, we’ve used the perceptual map above to create 4 client profiles based mostly on the most probably demographics to have interaction with VR: informal avid gamers, hardcore avid gamers, tech professionals, and enterprise customers.
Observe: Stand out behaviors are what makes the viewers most distinctive when in comparison with the typical client
Informal avid gamers
Demographic: Customers aged 16-34 with an curiosity in gaming, they use a private PC/desktop or video games console to play video games at the least as soon as per week.
Stand out model discovery channels: Advertisements seen in video/cellular video games, vlogs, advertisements on music-streaming providers.
Stand out model qualities desired: Younger, fashionable/cool, daring.
Stand out model interactions within the final month: Performed a branded recreation, downloaded/used a branded app, watched a video made by a model.
Stand out VR buy drivers: High quality of graphics, availability of content material, critiques/suggestions from associates, household, or colleagues.
Profile
Informal avid gamers are typically youthful and predominantly male. Digital touchpoints are key to model interactions, standing out for locating services via advertisements in video video games, vlogs, and music-streaming providers. Their gaming curiosity interprets to the issues most vital to them when contemplating buying a VR headset/gadget: high quality of graphics, availability of content material, and suggestions from their shut community.
Hardcore avid gamers
Demographic: Customers aged 16-40 with an curiosity in gaming, they use a private PC/desktop or video games console to play video games on, and play on their console for at the least three hours a day.
Stand out model discovery channels: Advertisements seen in video/cellular video games, advertisements on music-streaming providers, advertisements/sponsored content material on podcasts.
Stand out model qualities desired: Humorous, daring, unique.
Stand out model interactions within the final month: Performed a branded recreation, downloaded/used a branded app, uploaded a photograph/video to a model’s social community web page.
Stand out VR buy drivers: Supply/assortment time publish buy, availability of content material, critiques/suggestions from influencers and celebrities.
Profile
Hardcore avid gamers play on their consoles for a number of hours a day, and like informal avid gamers, stand out for locating manufacturers via digital touchpoints like video video games, music-streaming providers, and thru podcasts. They care most about options and availability, because the post-purchase assortment time, availability of content material, and critiques from influencers and celebrities, are their standout concerns for purchasing a VR gadget.
Tech professionals
Demographic: Customers aged 25-44, who work in training, IT/telecommunications and software program improvement/pc engineering roles. They have a tendency to have an undergraduate or postgraduate diploma.
Stand out model discovery channels: Advertisements seen in digital areas (VR/AR), vlogs, posts or critiques from professional bloggers.
Stand out model qualities desired: Progressive, good, unique.
Stand out model interactions within the final month: Interacted with a model on a messaging app, used an organization’s live-chat service on an internet site, supplied concepts for a brand new product/design.
Stand out VR buy drivers: Model repute, high quality of graphics, model identify.
Profile
Tech professionals are typically ‘youthful’ professionals who’re extremely educated and in technical occupations. They stand out for interacting with manufacturers via messaging providers and on-line chats, and actively present concepts for brand spanking new merchandise. As their use for VR headsets is for productiveness and blended actuality, crucial buy concerns are the model repute, high quality of graphics, and the model identify.
Enterprise customers
Demographic: Customers aged 30-50. They work in healthcare & medical providers, engineering, IT/telecommunications and software program improvement/pc engineering roles. They’re assured utilizing new applied sciences.
Stand out model discovery channels: Advertisements seen in digital areas (VR/AR), posts or critiques from professional bloggers, customized buy suggestions on web sites.
Stand out model qualities desired: Unique, revolutionary, good.
Stand out model interactions within the final month: Shared a model’s publish on a social community, used an organization’s live-chat service on an internet site, supplied concepts for a brand new product/design.
Stand out VR buy drivers: Model repute, model expertise (i.e. a model they’ve used earlier than), high quality of graphics.
Profile
Enterprise customers are typically middle-aged, tech-confident, and in superior technical occupations. They worth the angle of others when discovering new manufacturers, they need manufacturers to be revolutionary, and so they actively present suggestions on product/service improvement. With that, model repute, their expertise with the model, and the standard of graphics are their stand out concerns for buying a VR gadget.
So… what’s the way forward for VR?
As we’ve seen with the Meta Quest Professional and Apple Imaginative and prescient Professional, the way forward for VR is greater than gaming. Whereas avid gamers are the early adopters, we’ll start to see extra utility from enterprise customers, and extra avenues for shoppers on the lookout for enhanced leisure experiences. However as we see this expertise at present, the use circumstances are restricted, and the fee is pushing aside those that would possibly think about attempting digital experiences. VR continues to be on the lookout for its killer app to hook in these curious to strive it, however Apple’s will get app builders and advertisers minds racing and the rising alternative.