Business Tech promised virtual reality would revolutionize entertainment. That moment might finally be closer than we think.

  • 🔧 At about Midnight EST I am going to completely fuck up the site trying to fix something.

By Liam Reilly, CNN
Sat July 12, 2025

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A woman plays a video game with the Oculus Rift VR headset at a video arcade dedicated to virtual reality in Paris, France on December 5, 2016.

Virtual reality was supposed to transform entertainment. At least, that was the expectation roughly a decade ago with the arrival of the Oculus Rift, the first virtual reality (VR) headset that many believed would push VR into the mainstream.

In 2025, the industry has failed to deliver on that promise. But tech and entertainment giants alike believe that moment could be closer than ever.

The evidence is there. The Wall Street Journal reported last month that Meta is in talks with Disney, A24 and other entertainment companies to produce immersive content for its Quest VR headsets. Apple announced an update to its Vision Pro headset in June, enabling users to share content with other headsets — ideal for watching movies together in 3-D. Earlier this year, Apple also launched an immersive Metallica concert for the Vision Pro and announced in July it’s readying its first upgrade to boost the Vision Pro’s performance.

Taken together, this signals that tech and media behemoths are still betting that consumers will be willing to spend hundreds, if not thousands, to experience concerts, movies and sporting events beyond the confines of a traditional screen.

A chicken-and-the-egg paradox​

In the 10-plus years since Oculus debuted the Rift, headset manufacturers have produced lighter, more powerful devices. Meanwhile, companies are finally warming to the idea of another medium for storytelling.

Tech companies have a history of flirting with VR projects aimed at mainstream users. In June, Meta offered live virtual rinkside tickets to Stanley Cup games, echoing previous NBA and WNBA offerings. Headset owners have attended virtual concerts for years, including Apple’s immersive Alicia Keys session and Meta’s Blackpink show. Disney even launched a Disney+ app for Apple’s Vision Pro on Day 1 in 2024.

But these have been pilots to gauge interest, not long-term investments. Historically, headsets have been trapped in a chicken-and-egg paradox: to woo entertainment content, they need mass adoption; but to reach that scale, headsets need premium content.

The technology must also be comfortable, powerful and popular enough to gain mass appeal. For Sarah Malkin, director of entertainment content for Meta’s VR division Reality Labs, that cycle is already being broken.

“I think the ‘it moment’ is when you are regularly engaging in experiences in mixed reality that are super complementary and part of your integrated life,” Malkin told CNN. “To me, that’s already happening.”

Global shipments of augmented reality (AR) and VR headsets increased by around 10% in 2024 to 7.5 million and nearly 30.8% to 3.4 million in the US, according to IDC, a global market intelligence and data company. Although IDC predicts shipments around the world will tumble this year due to delayed product launches, it expects a massive rebound in 2026 with worldwide shipments surging 98.5% to 11.3 million.

However, the results haven’t always lived up to the hype. Mark Zuckerberg’s Metaverse has cost Meta $46 billion over three years. Reality Labs, the company’s VR division, posted $4.2 billion in operating loss and just $412 million in sales in Q1, down from the previous quarter.

But tech giants continue to experiment with the technology. Meta invested $3.5 billion in eyewear manufacturer EssilorLuxottica SA to bolster its AI spectacle gambit, according to Bloomberg. (A Meta spokesperson declined to comment on the report.) Snap recently said it plans to launch new augmented reality spectacles next year, and Google continues to work with partners like Xreal and Samsung on upcoming headsets and glasses that run on its new Android XR software. Samsung will be among the first to launch such a device with its upcoming Project Moohan headset.

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Left: Attendees photograph Samsung's Project Moohan mixed-reality headsets with Google at the Galaxy Unpacked event in San Jose, California, on January 22, 2025.
Right: A young boy plays with Meta Quest 2 all-in-one VR headset during a festival of video games and other digital entertainment in Zaragoza, Spain, on October 15, 2023.


With more sophisticated hardware and a budding content portfolio, Bertrand Nepveu, a former Vision Pro contributor and partner at Triptyq Capital, said wider adoption is crucial.

“It’s still early, but there’s no technical limitation right now, it’s more (that) we need people to invest because you need a critical mass,” Nepveu told CNN.

A paradigm shift in content​

Although big names like James Cameron and Sabrina Carpenter are already beginning to explore VR, immersive storytelling has yet to gain that crucial widespread popularity. Slow growth can be partially attributed to incorrect assumptions by studios.

“You can’t just take the flat version of what you put on Disney+ or Netflix or Amazon, and just throw that up,” Jenna Seiden, an industry consultant and adviser who has worked with Skydance Media, Niantic, CAA, and Xbox, told CNN. “You need to build natively so the audience is going to have a different experience per platform.”

While creating media for virtual and mixed reality may seem like a departure from developing content for 2-D screens, Seiden says the secret to success is a tactic media companies are already familiar with: exclusivity.

“You look at the creation of HBO (Max), you look at the creation of Apple TV+, they grew their audiences based on exclusives, that’s why you went to them,” Seiden said. “I think that model is very familiar to entertainment companies, and they can go to their board saying, ‘Hey, this is how platforms grow, with exclusive content.’”

That’s what makes live virtual sports an easy way to break down extended reality (XR) barriers for audiences. Paul Raphaël, co-founder of Felix & Paul, said sports can be easily adapted for immersive platforms using 180-degree cameras.

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Audiences experience VR e-sports games at the 2025 Jingxi E-sports Festival in Beijing, China on June 28, 2025.

“You already have quite a few events and sports being broadcast, whether it’s live or asynchronous,” Raphaël said. “As the audience grows, it’s a really straightforward path to create the content or to broadcast the content.”

For Hollywood, the possibility of a new major distribution platform couldn’t come at a better time.

In today’s fracturing media environment — shaken by streaming, the collapse of the cable bundle, and post-Covid box office woes — a new medium could be a crucial selling point, especially for entertainment boards looking for a new revenue vein. Jack Davis, co-founder of CryptTV, said headsets might provide a much-needed pipeline for premium content.

“As gigantic structural changes happen in TV and film, the industry is going to need to replace those things in the aggregate,” Davis said. “This could be one of the only formats that premium entertainment actually seems like it makes sense (for) the user base.”

Budgetary and content hurdles​

Over the past decade, investment in VR has been eclipsed by more pressing innovations, including self-driving cars and AI.

Although it’s difficult to determine how that has directly impacted XR investment, funding data from Crunchbase, a predictive company intelligence solution, shows that backing for AI and self-driving has steadily increased, rising from $39.96 billion in 2019 to $105.36 billion by 2025. Meanwhile, XR funding has experienced more erratic behavior — reaching a peak of $4.087 billion in 2021 but dropping to $347.69 million by 2025.

Things were much the same in the venture capital world, where the number of global VR deals has also dropped in recent years.

PitchBook, which examines private equity and VC deals, notes that 2019 was the largest year for VC deals in VR in the last decade, recording $6.43 billion in deals worldwide. That was significantly smaller than the $57.084 billion from AI-focused venture capitalists that year. In 2025, VR VCs have fallen to only $3.61 billion in global deals while AI VCs have grown to $130.89 billion.

But Nepveu said that’s changing.

“Now that AI is more understood, you know what it’s good for, what it’s not capable of, the budgets now are going back into XR,” Nepveu claimed.

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People stand in line to purchase the Apple Vision Pro headset at the Fifth Avenue Apple store on February 02, 2024 in New York City.

Still, tech giants investing in the development of mixed reality headsets face a daunting challenge that extends beyond the entertainment available. They need to convince consumers that the devices are both worth paying for and putting on their faces.

That’s partially why Apple emphasized the Vision Pro as a spatial computing tool, focusing on work and productivity rather than just 2-D and 3-D entertainment capabilities.

Still, even a decade later, experts can’t seem to agree on exactly when VR will have its breakout moment. Nepveu said it could happen any day. Raphaël expected one or two years. Davis suggested three to seven. Seiden said five to 10.

Raphaël, however, believes 2-D content may soon feel as dated as pre-Technicolor entertainment.

“Content, the way it is consumed today, is going to be much like we think of black and white movies, where, if a film isn’t immersive, it doesn’t lose its value, but it becomes something of another era,” Raphaël said.
 
I always see articles like this as "look how much real life sucks, too bad you can't fuck your toaster right?!" bait.

Reality is kickass! Sure it's not perfect, but grow the fuck up and learn to enjoy the world you have around you. A lot of your lack of enjoyment of what is already here is on you (at least in my retarded opinion).

Otherwise, you eventually are going to end up paying a car loan for a smartphone/airfrier combo with rubber tits that will lie about loving you via AI prompted microtransactions because girls are too damn scary to talk to.
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In all seriousness: VR is going to continue to suck ass until they can break the "walking" barrier. Anytime I've fucked with it at rich fucker's houses, the whole "everything from the waist up is vaguely convincing/but you want to puke from the disassociation of sitting and d padding/thumbstick flying around" was severe. I always got increasingly sicker like some gen X parent playing Doom for the first time.

Also, haven't we've already had multiple decades of proof of shitty adults letting children starve/suffer/and die from being brainrotted from even simple shit like WOW or um.... the one I am specifically thinking of was like FB Farmville or something?

My whole stance is: if video game digital heroine gets any better, I worry we run the risk of tons of people just dying of starvation in their gooning/gaming pods.
 
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VR is exactly like 3D cinema: It's a fun novelty that comes around again every 10-15 years, people have a bit of fun with the novelty of it, realise it's actually a bit shit and not a real substitute for the thing it's aiming to replace, and put it away again. It's slightly better each time they bring it back (the Oculus was undeniably an improvement over Nintendo's ill-fated Virtual Boy, just like those faux-sunglasses were better than the paper ones with red and blue lenses), but it never feels like something you want to do every day for the rest of your life.
 
While sure, VR as a replacement for actually going out for a walk in the local forest is fucking retarded, it does make more impossible dreams a sense of reality, like giving morale to sailing vikings by playing viking metal songs (ragnarock)
 
I always see articles like this as "look how much real life sucks, too bad you can't fuck your toaster right?!" bait.

Reality is kickass! Sure it's not perfect, but grow the fuck up and learn to enjoy the world you have around you. A lot of your lack of enjoyment of what is already here is on you (at least in my retarded opinion).

Otherwise, you eventually are going to end up paying a car loan for a smartphone/airfrier combo with rubber tits that will lie about loving you via AI prompted microtransactions because girls are too damn scary to talk to.
View attachment 7637953

In all seriousness: VR is going to continue to suck ass until they can break the "walking" barrier. Anytime I've fucked with it at rich fucker's houses, the whole "everything from the waist up is vaguely convincing/but you want to puke from the disassociation of sitting and d padding/thumbstick flying around" was severe. I always got increasingly sicker like some gen X parent playing Doom for the first time.

Also, haven't we've already had multiple decades of proof of shitty adults letting children starve/suffer/and die from being brainrotted from even simple shit like WOW or um.... the one I am specifically thinking of was like FB Farmville or something?

My whole stance is: if video game digital heroine gets any better, I worry we run the risk of tons of people just dying of starvation in their gooning/gaming pods.
I agree entirely. sorry for the incoming rant, but I like to play video games, but what makes video games even better is when you separate yourself for awhile from them. by the time you come back to a game, the time you took away from it makes playing it refreshed.

I have a yard I take care of, I have fruit trees and crops. I don't have to see anyone because my property is so huge, you can't see other houses.
it took a lot to buy this place, I bought this place around 25 years old and most people 25 years old today still live with mom and dad or already enrolled for disability checks with no real reason to actually be on disability.

even if you live in a suburb, you can sit in your yard or drive somewhere to sit and take in the scenery.
people don't even care to cook for themselves anymore because they prefer to get food instantly from restaurants.
then they inadvertently complain that food is too expensive without thinking buying food from restaurants is what's really expensive, food isn't expensive, eating at restaurants is expensive.
I see 10 corns on the cob for $3 where I'm from homie, food is not expensive.

if they ever go to the grocery store, it saves them no money because they buy brand food like Betty Crocker and Lunchables, they buy a premade sheet cake for $35 when you could make a ton of cakes if you buy the ingredients for $15 instead.
if they buy real food like a bag of potatoes and fruit, they eat it poorly by loading it up with too much butter, cheese and salt.

some people value cooking for themselves, but then they don't value growing crops or raising livestock to actually GET the food to cook with.
the pursuit of getting food will give you a devoted life with plenty of things to do, but no one appreciates that, they just want instant food and to sit on their ass playing video games.

all humans are guilty until proven innocent, we are born selfish and greedy, if you don't pull yourself to act better you will not be better.
the only good humans out there are ones that discipline themselves.
unfortunately everyone is so entitled you can't even ask them to try harder without them trying to kill you to stay the way they are.

after working in my yard all day, when I finally sit down to play video games or watch tv, it's not worn out and drab- it's something I do for a little bit before I go out again or go to bed.
if I play a video game for too long, I feel sick of it and WANT to get out to do something else.

almost every time I eat, I add to a compost bin, potato peels, banana skins, onion skins, apple peels, all into the compost bin to give me rich soil for crops.
because I have cats, I have unlimited plastic cat litter buckets for growing root crops like onions and potatoes. I also use the litter bins as compost buckets.
no one does that, they just complain. they play games all day and turn into a self centered nihilist.
they do drugs, groom kids and get fucked up, but they never do something productive like put potato peels in a compost bucket.

as for the AI hardware, I know some people that can't even play DDR without throwing up.
using the full virtual body rig would destroy certain people if they can't even handle DDR, it shows that this AI only caters to a specific group of people.

kids are the largest consumer of video games because they have nothing to do, their mom and dad usually do everything for them, and their parents are desperate to give their kids something to do because they turn into selfish brats when they get bored.

these kids are born greedy ass holes that want candy and pleasantries, they grow up to be bastards that won't grow their own food. when I was a kid, I had candy too but I valued a bag of potatoes more than candy.
when I wanted a snack, I poked a potato with a fork and microwaved it. most kids today would call that a punishment because they are stupid.

PS. I have a VR headset and I never use it, I think the whole thing is retarded. defeats the entire purpose of video games.
I don't need a screen close to my eyes to enhance anything about games. that does not enhance it at all.
the only people who want VR are gooners who want to have boobs closer to their face, cock and boobs closer to their eyes.
when I play Deus EX or Half Life, or even OldSchool Runescape, nothing makes me say "this would be better with a VR headset!"
 
Can't play it in public. Can't play it if you wear glasses. Can't play it if you get motion sickness. Can't play it laying down. Often can't even play it sitting down. Requires bulky, fixed setup.

No, VR is not replacing regular old screens, probably ever. It will always at most be a gimmick.
 
Can't play it in public. Can't play it if you wear glasses. Can't play it if you get motion sickness. Can't play it laying down. Often can't even play it sitting down. Requires bulky, fixed setup.

No, VR is not replacing regular old screens, probably ever. It will always at most be a gimmick.
Oh hey I remember that from the 90s.
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At least laying down was the best way to play the Virtual Boy.
 
I've had a lot of fun with the PSVR2 and it's a great headset with brilliant controllers. Some genres, like FPS, are more immersive and fun in VR, without a doubt.

But if we want to take the immersion to the next level, then more needs to be done to include 'omnidirectional' treadmills into games.
 
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Can't play it in public. Can't play it if you wear glasses. Can't play it if you get motion sickness. Can't play it laying down. Often can't even play it sitting down. Requires bulky, fixed setup.

No, VR is not replacing regular old screens, probably ever. It will always at most be a gimmick.
They made prescription inserts for headsets. Maybe they'll even cure eye-related aging by the time VR is perfected.

VR can and will slim down, since they could use meta-lenses. I think the big problem will remain the in-game motions not matching your body. The "easy" ways to solve it are to use one of those ominidirectional treadmills, or a large open area. The real way to solve it is to invent the Matrix style brain computer interface and then you don't need a headset anymore (you will game in the pod just like in your Korean comics).

VR180 walking tours and gooning content will be the biggest use cases.
 
Can't play it if you get motion sickness.
This is one of the biggest killers for VR. Once played Skyrim VR at a friend's house for about twenty minutes, and the moment I took the headset off I felt like I had just smoked an entire pack of cigarettes. The next time I tried it it turns out my friend must have had the same experience, because he had evidently changed the settings so you had to point with the controller to move to where you wanted to be instead of just pressing forward with the gamepad. Playing it that way I at least didn't want to hoof anymore, but on the other hand it made me realize I was essentially playing Skyrim as some sort of 3D point-and-click game. I was never cheeky enough to ask my friend if he regretted his purchase, but I think I already knew the answer.
 
I really liked playing Dirt Rally and MS flight sim with VR. I also had some fun with a few other games. Shooters in VR really do get you more immersed, it definitely feels cool to actually have to charge firearms and manually reload.
My issue is that VR is a bit of a pain compared to just playing on desktop. I'm really unsurprised that driving and flying sims are where I've had my most VR use, I'm already pulling out the flight stick and driving wheel, pedals, and stick when I'm in the mood to play those sorts of games, so putting on contacts to be able to actually see in VR without my glasses fogging up or causing discomfort doesn't feel like as much of a chore.
 
Once played Skyrim VR at a friend's house for about twenty minutes, and the moment I took the headset off I felt like I had just smoked an entire pack of cigarettes. The next time I tried it it turns out my friend must have had the same experience, because he had evidently changed the settings so you had to point with the controller to move to where you wanted to be instead of just pressing forward with the gamepad. Playing it that way I at least didn't want to hoof anymore, but on the other hand it made me realize I was essentially playing Skyrim as some sort of 3D point-and-click game. I was never cheeky enough to ask my friend if he regretted his purchase, but I think I already knew the answer.
Skyrim VR is trash, as it feels bad out of the box.
Now, if you try things like Half-Life, Alex, Underdogs, Clone Drone in the Hyper Dome, Light Bringer, and so on, they are fun to play and feel good. VR is fun and does a lot for immersion and the game feel. Additionally, mods like Half-Life 2 VR and the Resident Evil series of VR mods are genuinely amazing.

However, the game audience is not there to support massive games yet, but I believe it will come in time as headsets get cheaper.

The main reason I think they will continue is that I see more and more industries adopting them for tasks such as training.
At the company I work for, we utilize VR as part of a specific training programs. This allows people to receive training in VR before they even interact with a machine, providing them with instructions beforehand. This has saved us a significant amount of money on training.
 
Contact lenses will the the real, actual game changer for VR/AR. Until then, it's a novelty.

I think it's mostly going to destroy society if that occurs, due to endless cooming and escapism. Scifi writers have been warning about this for 100 years. The Man Who Awoke by Lawrence Manning was written the 30s and had a segment about a future society where everyone was wasting away in VR. The Atopia Chronicles by Mathew Mather shows a world where people become lost in Augmented Reality. And The Unincorporated Man by the Kollin Brothers shows a society that came back from almost total collapse from VR that it's considered worse than the Holocaust and is the greatest taboo--that book has one of the most frightening descriptions of societal VR addiction and breakdown I've ever read.

That said, I think sporting events and concerts could be cool, if done right. It doesn't have to be some weird thing where you have a front row seat or are on stage/the field. Imagine right now there's a baseball game or concert happening in some distant city and you could just strap on a headset and feel you're sitting on the first base line and able to look all around, hear the crowd, see the sunny day, etc. But most people will just get lost in fantasy.
 
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