All you need to know about trending future of AR,VR,MR & XR.


While extended reality (XR) technologies such as virtual reality (VR), augmented reality (AR), and mixed reality (MR) are still in their infancy, they are rapidly expanding. While the majority of VR and AR applications remain focused on gaming, entertainment, and social media, the range of applications continues to grow as more consumers and companies experiment with immersive experiences.
Because the epidemic has driven many individuals to work, socialise, learn, and buy from home, they are replacing in-person encounters with XR ones. This year, 58.9 million individuals in the United States will use virtual reality, while 93.3 million will use augmented reality at least once a month.
Though virtual reality and augmented reality are distinct technologies with distinct growth rates, the epidemic appears to have spurred the market for both.
COVID-19 has an effect on VR and augmented reality usage
As more individuals remain at home and engage in activities that promote crowd avoidance and social distance, such as video gaming, consuming entertainment, participating in social VR, experimenting with virtual try-ons, virtual buying, and 360-degree vacation films, VR and AR usage has grown. For example, Ipsos and the Global Myopia Awareness Coalition (GMAC) reported in June 2020 that 58% of US children and teens have increased their time spent on smartphones, 53% have increased their time spent on video game consoles, and 15% have increased their time spent on virtual reality headsets since the pandemic began. In general, those who owned VR headsets utilised them more frequently; those who did not owned headsets investigated non-headset options or considered purchasing headsets.
Trends in extended reality
The trend toward remote and virtual employment, education, and other home-based activities has sparked interest in new and more beneficial applications of virtual and augmented reality (VR and AR) beyond gaming. Virtual exercise, corporate cooperation, and distant education are only three examples of numerous possibilities. With increased research and demand, virtual reality and augmented reality are rapidly being considered viable alternatives to in-person training, meetings, events, conferences, customer service, and healthcare, among other activities.
The world’s leading corporations are investing in XR.
The epidemic has elevated XR to a new level of importance for Big Tech. While Facebook is on track to become the market leader in virtual reality in the United States with its Oculus ecosystem, the company is also investing in augmented reality. Other industry heavyweights including as Apple, Google, Microsoft, and Samsung are reportedly rushing to create their own VR, AR, and/or MR solutions in order to expand the market and capitalise on rising demand.
5G virtual reality statistics
The architects of XR are confident about the global rollout of 5G cellular connectivity. 5G networks with higher data rates are expected to resolve a number of ongoing technical issues and increase the feasibility of XR. In an April 2020 poll done on behalf of Verizon Media by Toluna and Advertiser Perceptions, 44 percent of US consumers named streaming VR content and 36% cited augmented reality experiences as predicted benefits of 5G technology. Similarly, a majority of individuals in South Korea, the United Kingdom, and the United States considered subscription-based VR and AR at least somewhat intriguing, according to a Parks Associates study done in January 2020. A subscription to VR experiences was deemed appealing or very tempting by nearly three-quarters of respondents (73 percent), while AR experiences and VR sports were found appealing or very appealing by 70 percent and 65 percent, respectively.