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Global Scans · Virtual Reality · Weekly Summary


  • [New] AR and VR user penetration is expected to reach 56.5% by 2029, with 3.728 billion projected users globally. SQ Magazine
  • Facebook plans to spend $10 billion in 2026 on Facebook Reality Labs, its metaverse division tasked with creating AR and VR hardware, software, and content. VirtualSpeech
  • Given that IMGs frequently have limited opportunities to develop H&P skills on patients in Japanese clinical environments, VR-based education, which is repeatable and self-paced, can offer useful clinical opportunities for practice and familiarization. PubMed Central (PMC)
  • VR-based education is likely to ensure psychological safety: while IMGs in Japan may experience psychological discomfort in unfamiliar Japanese clinical environments, VR-based education has the potential to provide IMGs with a psychologically safe learning environment. PubMed Central (PMC)
  • The U.S. Marine Corps has inked a $5.1 million contract with the virtual reality company XR Training to develop a crew gunnery training prototype for the new amphibious combat vehicle that will simulate an all-out fight with an unpredictable adversary. National Defense Transportation Association
  • More than two-thirds of US residents expect AR to become part of daily life, and 82% plan to use AR and VR more often in the future. Bayelsa Watch
  • Asia-Pacific institutions are moving the fastest, with a projected 22% annual growth rate through 2030, driven by government-funded VR lab programs in China, Japan, and India. geniusee
  • Glasses with displays will surpass VR / MR headset shipment volume by 2027 - the category where Google's display tier is positioned to compete. Digital Applied
  • The gesture-tracking device (GTD) segment is expected to grow rapidly and is likely to register the highest CAGR of 30.7% from 2026 to 2034 owing to the increasing demand for more intuitive and immersive VR interfaces across industries such as healthcare, gaming, and military training. Market Data Forecast
  • The software segment is expected to expand at a CAGR of 20.4% from 2026 to 2034 owing to the rising need for VR applications in various industries, including healthcare, education, and training. Market Data Forecast
  • Near-eye display shipments, mostly adopted in wearable XR (extended reality) devices such as VR headsets and AR smartglasses, will be rising in the coming years and reach near 60 million by 2030. Omdia
  • Google and Xreal are pushing into new territory with the VR-like, glasses-sized Project Aura, also expected in 2026. CNet
  • The global AR/VR user base is expected to reach 3.7 billion by 2029, while deskless workers, who make up around 80% of the global workforce, are expected to be a key driver of enterprise AR adoption. www.limelightdigital.co.uk
  • The AR & VR industry is forecast to contribute £1.4 trillion to the global economy by 2030 and create 23 million new jobs worldwide. www.limelightdigital.co.uk
  • On the enterprise side, 91% of businesses use or plan to adopt AR or VR, and enterprise users should generate more than 60% of VR revenue by 2030. CompaniesHistory.com
  • More than 171 million people used VR worldwide in 2025, a figure projected to reach 216 million by the end of 2026. CompaniesHistory.com
  • Research projects that by 2026, 30% of enterprises will implement VR platforms for virtual meetings and immersive training experiences. Speakwise
  • 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
  • China is now home to over 35,000 VR firms, and the whole VR industry is forecast to exceed 350 billion yuan (about 50 billion U.S. dollars) by 2026. Bastillepost
  • As AR/VR hardware becomes mainstream, Render's ability to provide real-time, AI-generated 3D environments at a 40% discount will be its primary growth driver through the remainder of 2026. KuCoin

Last updated: 21 September 2026



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