Presently, Virtual reality in not the newer thing to us. We all know how it works and what the features are. We all have seen impressive demo videos from Oculus Rift, Microsoft Hololens, Google Cardboard. We have various VR play stations for best gaming experience. VR, though being an imaginary world, helps to train doctors for complex surgeries. So, from all these applications of VR, it is pretty much sure that VR is going to have a fantabulous future in upcoming years. By predicting various possibilities, let’s discuss about VR’s scopes by 2025.
What can be done further with the help of VR?
Virtual reality is becoming popular among almost all sectors. But this is not an end yet. There are more possibilities with VR in nearer future. VR can change our working pattern. You wonder how? Let’s take one example and understand that.
Most of us are a part of corporate world. We spend our almost 40-50 hours working inside the office. We get bored sometimes by having the same routine. And that adversely affect our working efficiency. This problem can be solved by Virtual reality. In upcoming years, we will be able to create virtual offices with the help of VR. After that, you will be able to login into your offices from your home/from any place of the world. Imagine your holograms moving in a virtual space exactly like your office. You could interact with your co-workers, see their facial expressions, work on the Oculus Dash type computer.
Image Source : Oculus Dash
Architects, designers and shopping malls will be able to take the most out of virtual reality by 2025. For example, Amazon has launched Sumerian to help anyone create VR spaces. Architects will be able to create, recreate, and do trial & error with the house designs with the help of VR. They will also able to make their customers to have an exact idea of how their house or bungalow will look like. Modifications will be easier before converting them into reality. This will save time as well as money for both the parties. Hence, there will be a win-win situation for both of them.
Fashion designers, with an aid of VR, will be able to design their clothes efficiently. Model can wear it virtually and the designer will be having an exact idea for making changes in its designs.
Nowadays Online dating industry is evolving rapidly. Success of the dating app Tinder is an example of it. We would be soon able to hang-out with our friends’ right from our living rooms, as shown by this Facebook demo.
Some entrepreneurs are already thinking about finding a breakthrough by creating a completely virtual world and taking charges for visiting them. With the help of Virtual reality, it will be possible to visit the surfaces of celestial planets like mars, Jupiter and even of moon right from your favourite place on the earth itself.
Education Sector is currently facing an issue of visualisation. Hardly 10% schools are having such facilities. But by 2025, it is expected that most of the schools will be having VR labs just like computer labs, and the students will see the characters of the book visually. It will provide them a best learning experience because human mind remembers visualisation and stories more efficiently for a quite long time.
Image Source : Edtechmagazine
Wearables’ Industries are expected of having tremendous growth by 2025 as well. In order to experience virtual reality, the user needs a specific set of hardware. The most important device that helps the user immerse in the virtual environment is probably the head-mounted display (HMD) - a wraparound headset which does not allow light or images from the real world to interfere with the virtual one.
The installed base of virtual reality headsets was estimated at around seven million in 2016 and is forecast to grow to 37 million by 2020. The Sony PS VR was the best selling VR device in 2017 with 1.7 million units which is estimated to reach 2 million units in 2018. Other virtual reality devices of which at least 300 thousand units were sold in 2017 include the Oculus Rift, HTC Vive and the Windows Mixed Reality.
Image Source : cbronline
Virtual Reality Games
Entertainment industries are the most benefited industries by Virtual reality. Virtual reality has been helping this sector a much. Currently VR gaming is limited to users’ visual and auditory senses, with no regard for other biological aspects like temperature, smell, fatigue and so on. The gaming experience of the future is therefore likely to break the barrier between the virtual realm and physical world by incorporating more ways of not only viewing, but feeling the VR.
This transition won’t be here for a while, but developers are targeting it somewhere around by 2025. They have already started thinking possibilities to strengthen the ‘reality factor’ of virtual reality.
Video games have accomplished a lot over last two decades. However, the new age and edge of VR have compelled game builders to go back to their drawing boards. Currently available VR games are quite basic and graphics do not match the standards in some cases too. But, by developing the VR hardware, it is expected that gaming industry will be enriched up to the mark by 2025.
After this we will most likely see full body tracking enter in some way into VR gaming, using as setup similar to Microsoft Kinect, or a new way. I don’t believe that wearing a full tracking suit is the future of VR gaming, it’s a temporary fix that people understand. We will also see the birth of VR rooms in houses, which will either replace a guest room or simply be an additional room. It’ll be an empty room, tracking will be done through the walls, ceiling, and floor. A wireless headset will lie there in the centre, and from it you will be able to meditate, take a vacation, kills zombies or simply virtually attend work. Over the years serious work will be done so that we can “feel” textures in VR, hold objects without there being a need for one in the physical world. This could be done through molecular vibrations in the air to simulate hard surfaces. Multiplayer gaming will be the crucial sector. Currently, this sector is having lesser development but by 2025, it is expected to raise a big slice of VR gaming industry.
Image Source : VRrOOm.buzz
Future of VR Technology
Above graph defines the clear picture of the future of VR technology. It shows the results of survey done in America. On the basis of male and female participants’ views on adopting VR technology, it’s clear that VR seems to have a brighter future.
Above picture from Kentbye shows that how VR technology will print its effects on human life in upcoming years. Ultimately Virtual Reality is going to impact every dimension of our lives, and so I’ve started to think about the VR landscape in terms of these different domains of human experience.
VR has the potential to more fully express and explore the full complexity of the human experience, usher us from the Information Age to the Experiential Age, and catalyze a new renaissance that unlocks the latent potentials of our creativity and imagination.
Size of VR market by 2025
Image Source : architosh.com
The data suggest that the size of the VR market in 2020 will reach $30 billion USD, up from $7 billion in 2018. The estimated breakdown for 2018 dollars is $2.3 billion in the hardware and $4.7 billion in the software. We imagine that the software number is much higher because every single piece of existing software application line that expands into the capacity to power VR immersion is counted in the numbers. This isn’t about strictly new VR software but rather the existing software lines gaining VR capacity.
According to the research, 73% of Gen Z users say they are interested in VR. And 81% of people found VR captivating and would tell their friends about it. And here is a key statistic that needs deeper research as it applies to professional services. 53% of adults would prefer to buy from a brand that offers VR functionality.
Citing successful VR adoption, Marriott hotels offered VR room service and VR postcards and 51% of those who experienced that offering said: “they wished they stayed at Marriott hotels more.”
A VR flyover of the Manhattan skyline by Thomas Cook resulted in 190% increase in NYC excursions and a 40% ROI.
In terms of projections by industry, the Engineering industry is estimated to have $4.7 billion devoted to VR in by 2025, exceeded only by Healthcare ($5.1 billion) and Gaming ($11.6 billion).
Having this much knowledge of statistics regarding the Future of Virtual reality by 2025, we can firmly say without any doubt that VR will reach to its zenith by 2025. Summing up the VR applications, we can say that VR will be the turning point like factor for the fields such as: Higher level of customer services, improved hazard trainings, Driving and first aid simulation, comfortable physical training, promotion of empathy and affordability.
There are hundreds of predictions for 2025, but most of them agree that wide adoption of VR would be game-changing for many industries.