

Sure, it’s still widely considered a gamer technology, and a niche one at that, but it’s also proven a valuable tool in e-commerce, retail, medical training, employee development, technology and non-gaming entertainment. And the number of active VR users worldwide is expected to reach around 171 million. Nearly 43 million people will use virtual reality at least once per month this year, according to recent estimates. And boy did we feel jilted.Įven though an envisioned future of ubiquitous headsets and haptic gloves failed to materialize, VR has nonetheless made some great strides and found a home in a variety of industries. Pop culture helped fuel massive interest in the '90s - the decade that opened with The Lawnmower Man, closed with The Matrix and crammed Virtuosity, Strange Days and Johnny Mnemonic in between - but the revolution never quite arrived. It tantalized, we fell in love, but there was a problem: It didn’t really exist - at least not in the way we all wanted it to. Twenty-five years ago, virtual reality was the ultimate catfish.
