Industry landscapes
Industry report

Funding and advertised pay are reported in USD; filed accounts retain their stated source currency and basis.

Exchange-rate basis

Indicative conversions use ECB reference rates dated 2026-09-14, applied consistently across all periods. They are not historical exchange rates. Indian rupees may use crore (1 crore = 10 million); other currencies use K, M and B. CSV downloads, source documents and quoted news headlines retain their original currencies.

THE CHINA EDITION 2026

China’s
ar, vr and spatial computing industry,
in focus.

The companies, capital and talent shaping ar, vr and spatial computing in China. Find the leaders. Understand the segments. See where the activity is.

Snapshot: Funding in USD
Illustrated cover for AR, VR and Spatial Computing Industry Landscape of China
CN
COMPANIES · CAPITAL · TALENT

An industry ecosystem,
measured in context.

AR, VR and Spatial Computing illustration
MEET THE COMPANIES

Explore China’s ar, vr and spatial computing leaders

24 featured companies from the funding, hiring, revenue and team-size leaderboards.

Expand panel +
AR, VR and Spatial Computing company highlights in China, snapshot 2 September 2026
Company
Animoca Brandsanimocabrands.com$904.58M—177—
Hesai Technologyhesaitech.com$598.93M—1,020—
XREALxreal.com$256.34M—400—
Mech-Mindmech-mind.com$184.3M———
Surestarisurestar.com$179.89M———
XVERSExverse.cn$160M———
RayNeorayneo.com$143M———
Xmovxmov.ai$130M—200—
ZWSOFTzwsoft.com—2 roles214—
3DNA Eyewear3dna-eyewear.org—1 roles6—
ALLINTECHallintechinc.com—1 roles200—
ChapterXchapterx.world—1 roles——
Coohomcoohom.com—1 roles128—
Original Forceof3d.com—1 roles1,482—
Banubabanuba.com——100—
Blue Hat Interactive Entertainment Technologybluehatgroup.com————
D5d5render.com————
Hyper3Dhyper3d.ai————
Inmoinmoxr.com————
Microchip Technologymicrocreative.cn——100—
Mindwalkmindwalkstudios.com————
Pimaxpimax.com————
The Sandboxsandbox.game——404—
Tripotripo3d.ai————
24 featured companies

Locked revenue figures are available in Radar; the eight company financial previews stay the same throughout this page. A dash means the figure is outside these featured lists. Revenue years vary by company; the figures are not a like-for-like revenue comparison. Compare annual accounts ↗

Company discovery

Recorded evidence only
THE KEY SIGNALS

AR, VR and Spatial Computing industry KPIs in China

A few useful ratios bring the size of this ecosystem into perspective.

2 September 2026
Hiring participation1.1%

6 of 550 tracked companies have open roles.

Funding participation43.1%

237 of 550 tracked companies have a recorded round.

Top 3 funding share34.7%

Share of disclosed capital received by the three largest recorded recipients.

Median disclosed round$14.08M

Midpoint of 205 rounds with a disclosed amount.

Scale is concentrated. Opportunity is broader. The three largest funding recipients hold 34.7% of disclosed capital, while 56.9% of tracked companies have no recorded funding round.

Explore the segments →
CAPITAL & COMPANY FORMATION

How China ar, vr and spatial computing has grown

Recorded company formation and disclosed funding across the complete annual series shown.

Expand panel +
2016 — 2025

Disclosed funding by year

Sum of recorded funding rounds · USD

China ar, vr and spatial computing
$0$372.95M$745.89M$1.12B$1.49B2016: $124.67M20162017: $207.13M20172018: $375.43M20182019: $280.14M20192020: $470.42M20202021: $1.25B20212022: $1.31B20222023: $247.71M20232024: $165.57M20242025: $89.81M2025
View the numbers
Annual ar, vr and spatial computing funding and company formation in China
YearFunding (USD)FoundedRaising
2016$124.67M7319
2017$207.13M5827
2018$375.43M3520
2019$280.14M3115
2020$470.42M2621
2021$1.25B4223
2022$1.31B1923
2023$247.71M711
2024$165.57M108
2025$89.81M18
WHERE CAPITAL SITS

Funding concentration

Share of all disclosed company funding.

  • Animoca Brands17.9%
  • Hesai Technology11.8%
  • XREAL5.1%
  • Other companies65.3%

Funding by stage

469 recorded rounds since 2016

NUMBER OF ROUNDS
Seed & Angel166 35.4%
Series A–B229 48.8%
Series C+ / PE56 11.9%
Grants, debt & other18 3.8%

Recent recorded rounds

Latest recorded rounds · USD
6 rounds

Swipe or scroll horizontally to browse.

Series A04/2026
Inair —

Backed by Legend Capital and Hillhouse Ventures and others.

Series A03/2026
Tripo $50M

Backed by Alibaba and Hengxu Capital and others.

Series A03/2026
Guangli $14.47M

Backed by Hangzhou Hi-Tech Investment Holding Group.

Seed03/2026
Lumos —

Backed by Mitsubishielectric.

Largest and notable recorded rounds

Each card is one recorded round
10 cards

Swipe or scroll horizontally to browse.

Series A03/2022
XVERSExverse.cn$120M

Backed by Sequoia Capital China and 5Y Capital and others.

Series C04/2022
Xmovxmov.ai$110M

Backed by SoftBank Vision Fund and NLVC and others.

Series D01/2026
XREALxreal.com$100M

Participating investors were not recorded in this snapshot.

THE BUSINESS BEHIND THE ACTIVITY

Revenue, profitability & financial strength

Expand panel +

Annual accounts availability

The measured China identity-to-filing probe did not produce a qualifying designated legal or national-ID join: the scoped identities lack an authoritative Chinese registrar mapping; bare ticker overlaps produced no complete annual revenue and net-income statement groups.; The measured China identity-to-filing probe did not produce a qualifying designated legal or national-ID join: the scoped identities lack an authoritative Chinese registrar mapping; bare ticker overlaps produced no complete annual revenue and net-income statement groups.

DIGITAL FOOTPRINT

Web traffic, app reach and release cadence

How the China companies on this page show up online: the sites people visit, the apps they install, and how often those apps ship.

Busiest websites

10 of the 550 companies on this page carry a measured traffic record (1.8%); these are the largest of those, by monthly visits. The median among them is 209,514 visits.

CompanyMonthly visitsAuthorityMobile
Hyper3Dhyper3d.ai1,561,7354015%
XREALxreal.com671,7464448.7%
Pimaxpimax.com282,1474330.2%
Mootionmootion.com266,9053840.4%
Cocoscocos.com234,7943729.2%
720yun720yun.com184,2352915%
The Sandboxsandbox.game181,2554627.8%
ZWSOFTzwsoft.com143,5404020.8%
Visbodyvisbody.com130,7153094.7%
Inmoinmoxr.com105,0892961.4%

Visits and authority are third-party web estimates, not company-reported figures.

Most-installed apps

35 of these companies (6.4%) publish at least one Android app — 68 apps in all, carrying 217.5M installs between them.

Installs are lifetime totals to date at the June 2026 store reading — a measure of reach, not of people using an app today.

App reach by segment

The busiest app inside each of this page’s own segments, with the quarterly release trend behind it (2023Q1–2025Q4).

SegmentAppsInstallsLeading appRelease trend
Pc & Console Gaming6125.3MBenji Bananas 105.2M
Mobile Gaming5125.3MVirtual Table Tennis 17.7M
Gaming Tech6108.4MCrazy Defense Heroes - TD Game 2.4M
Non Fungible Tokens4107.6MThe Sandbox Next 7.3K
Blockchain Infrastructure3107.6MStar Stable Run 19
Virtual Reality28104MIPTV Player - Smart Live TV 33.4M
Metaverse2188.8MGB4 Emulator: Retro Games 9.4M
Artificial Intelligence53.2MSoul-年轻人的社交元宇宙 3.2M

A company can carry several segment tags, so these rows overlap and should not be added together. Trend lines are zero-based and share one quarter grid, so a flat line is a quiet segment, not a missing one.

Release cadence by quarter

New apps published, beside apps whose most recent update landed in that quarter — the second bar is how much of the shelf is still being maintained.

2023Q2: 42023Q2: 22023Q22023Q3: 32023Q3: 02023Q32023Q4: 12023Q4: 22023Q42024Q1: 22024Q1: 02024Q12024Q2: 22024Q2: 12024Q22024Q3: 12024Q3: 12024Q32024Q4: 32024Q4: 32024Q42025Q1: 12025Q1: 12025Q12025Q2: 52025Q2: 22025Q22025Q3: 32025Q3: 42025Q32025Q4: 42025Q4: 122025Q42026Q1: 12026Q1: 102026Q1

Darker bars are new releases, lighter bars apps updated. 62 of 68 apps carry a release date. The series ends at 2026Q1, the last quarter that closed before the June 2026 reading.

INSIDE THE INDUSTRY

The China ar, vr and spatial computing market map

Explore the segments behind the headline numbers.

Expand panel +

Where companies are building

Rank segments by scale, hiring or disclosed funding.

Enterprise tech417
Deep tech348
Consumer digital219
Virtual reality191
Enterprise software132
Saas82
Gaming81
Industry 4.044
Ar vr in entertainment43
Consumer internet of things34
Artificial intelligence34
3d cameras30

Companies can sit in several segments. Counts and funding overlap.

SEGMENT TO EXPLORE

Enterprise tech

The largest measured segment in this report snapshot.

417companies
1.0%have hiring activity

4 companies hiring · $3.15B disclosed funding

Explore in Radar

How companies make money

Common revenue models; a company can use more than one.

Subscription320
Physical commerce151
E-commerce - product143
Advertising58
Fee-for-service57
Commission on transaction53
E-commerce - service36
Licensing6
THE COMPANIES IN MOTION

Who is listing, hiring leaders, launching and winning work

Recorded corporate activity linked to companies in this landscape.

Expand panel +
Recent corporate headlines 10 dated reports
IPO activityxreal.com ↗

XREAL has filed for an IPO on the Hong Kong Stock Exchange, seeking a main-board listing that would place one of the most prominent dedicated smart-glasses companies into the public markets at a pivotal moment for the extended-reality industry.

Funding roundsguangli.com ↗

Guangli , a smart eyewear brand, has secured close to RMB 100 million in a pre-Series B round from Hangzhou Hi-tech Innovation Group.

IPO activitybluehatgroup.com ↗

Blue Hat Interactive Entertainment Technology (...) announced the pricing of its underwritten public offering (the “Offering”) of 32,000,000 Units on a firm commitment basis, at a price of US $0.20 per Unit.

IPO activitysandboxol.cn ↗

Sandbox Network officially appointed Korea Investment & Securities as its lead underwriter and will pursue a KOSDAQ IPO in 2026.

Funding roundsrayneo.com ↗

Starting with the investment, RayNeo stated China Unicom subsidiary Unicom Innovation Capital and China Mobile’s CM Beijing Fund and CM Shanghai Fund poured an undisclosed amount of cash into its operations.

Mergers & acquisitionscocos.com ↗

The Argentine Fintech Cocos has just taken a step in its expansion: it bought 100% of the Bank Voii.

Mergers & acquisitionssmartearth.cn ↗

Bayer AG (Leverkusen, Germany) announced a deal with Canada-based Smart Earth Camelina Corp., whereby Bayer has acquired their camelina germplasm, intellectual property, and materials to expand its global leadership position in biomass-based feedstock markets.

New productshesaitech.com ↗

The launch of Kosmo and the move into robotic actuation modules show that Hesai Technology wants exposure to markets beyond passenger vehicles

Earnings36kr.com ↗

For the full year, total revenue was CNY 327.9 million, compared with CNY 331.1 million in the prior year. Net income was RMB 11.4 million, compared with a RMB 140.8 million net loss the year before.

Earningsmicrocreative.cn ↗

Net sales for the December quarter reached $1.186 billion, up 4% sequentially and 15.6% year over year, surpassing the high end of prior guidance.

Full recorded event mix

Top 10 categories among 112 recorded events in the 24-month window.

Earnings
46
Company announcements
18
New products
15
Contracts
6
Layoffs
5
Mergers & acquisitions
5
Asset acquisitions
5
IPO activity
4
Leadership moves
3
Funding rounds
3
5 activity cards

Swipe or scroll horizontally to browse.

Leadership moves

1 tracked people moves

Ganesh Moorthy

Retirement Previously President and Chief Executive Officer

Product launches

Products, platforms and features in the recorded window

Kosmo

Spatial Intelligence Hardware Platform

ETX

Automotive Lidar Architecture

600-volt Gate Driver Family

Gate driver devices for high-voltage power management

Earnings pulse

Reported company results in the recorded window.

5companies
60period observations
-2.0%median reported growth

Median across 34 reported growth observations; companies may contribute multiple periods.

Mergers and acquisitions

Company-linked deal reports; status is preserved as recorded.

Acquirer → targetStatusDateValue / context
Cocos→Bank VoiiPending2025-08-07Not stated in snapshot
Cocos→banco voiiPending2025-08-07Not stated in snapshot
Microchip Technology→microsemiAnnounced2025-02-13$8.3B
Winking Studios→Mineloader ↗Announced2025-01-17Not stated in snapshot
Bayer AG→SmartEarth ↗Announced2025-01-15Not stated in snapshot
Microchip Technology→neuronix ai labsAnnounced2024-07-08Not stated in snapshot

A discussion or rumour is not a completed transaction. An unstated value is not zero.

PEOPLE & OPPORTUNITY

The talent market

Recorded hiring and workforce signals from the available source snapshot.

Expand panel +

Most advertised job titles

No repeated job title is supported by this snapshot.

0 internship postings

0 tracked postings mention remote work.

THE PEOPLE BUILDING THE FIELD

Founders and leaders

269 founders and chief executives across 202 companies.

Expand panel +
12 profiles

Swipe or scroll horizontally to browse.

Education networks

27 profiles with education records.

Tsinghua University
9
Stanford University
4
Hong Kong University of Science and Technology (HKUST)
3
Zhejiang University
2
Harvard University
2
Massachusetts Institute of Technology
2
Duke University
1
New York University
1

Prior employers

7 profiles with prior-work records.

Google
3
Facebook
2
Intel
1
Morgan Stanley
1

Profiles cover recorded founders and leaders; contact details remain in Radar.

NEWS INTELLIGENCE

How this industry appears in the news

969,381 articles in the measured 12-month window.

Expand panel +
969,381articles in the measured year
165,410articles in 2026Q1
49.7%positive tone in the latest complete year

News volume trends

AR, VR and Spatial Computing coverage across China · articles per complete quarter

0106,434212,868319,302425,7362021Q2: 119,9052021Q22021Q3: 133,6902021Q4: 115,1072022Q1: 134,8892022Q2: 127,7452022Q22022Q3: 159,8102022Q4: 159,5172023Q1: 173,6032023Q2: 160,9912023Q22023Q3: 179,4762023Q4: 148,3872024Q1: 161,8992024Q2: 173,3152024Q22024Q3: 172,6882024Q4: 195,7942025Q1: 278,8922025Q2: 210,2812025Q22025Q3: 370,2052025Q4: 149,0772026Q1: 165,4102026Q1
View quarterly article counts
QuarterArticles
2021Q2119,905
2021Q3133,690
2021Q4115,107
2022Q1134,889
2022Q2127,745
2022Q3159,810
2022Q4159,517
2023Q1173,603
2023Q2160,991
2023Q3179,476
2023Q4148,387
2024Q1161,899
2024Q2173,315
2024Q3172,688
2024Q4195,794
2025Q1278,892
2025Q2210,281
2025Q3370,205
2025Q4149,077
2026Q1165,410

Article volume measures coverage, not market sales.

Tone of coverage over time

2021
181,570 positive · 37,484 neutral · 176,806 negative
2022
270,915 positive · 59,946 neutral · 250,583 negative
2023
336,680 positive · 71,160 neutral · 254,132 negative
2024
343,072 positive · 104,865 neutral · 255,152 negative
2025
500,500 positive · 163,336 neutral · 343,794 negative

Leading coverage topics

AR, VR and Spatial Computing coverage across China · ranked by full-period article count.

Geopolitical Disputes And Contested Areas299,262 articles in the full recorded period
108,130 recent · 81,410 prior
International And Transnational Geographic Entities299,256 articles in the full recorded period
108,128 recent · 81,413 prior
Administrative And Political Subdivisions299,152 articles in the full recorded period
108,092 recent · 81,386 prior
International Political Relations136,888 articles in the full recorded period
31,017 recent · 29,324 prior
Security And Defense Policies87,501 articles in the full recorded period
21,923 recent · 18,291 prior
Trade Policies And Agreements86,969 articles in the full recorded period
31,370 recent · 34,368 prior
International Relations And Diplomacy83,453 articles in the full recorded period
17,754 recent · 17,852 prior
Government International Agreements Coordination59,923 articles in the full recorded period
5,999 recent · 6,668 prior
Trade Wars And Geopolitical Impacts31,320 articles in the full recorded period
8,392 recent · 10,796 prior
Nationalism And Sovereignty Debates30,805 articles in the full recorded period
6,596 recent · 6,989 prior

Recent and prior counts use the source comparison windows.

Topics gaining and losing attention

AR, VR and Spatial Computing coverage across China

KeywordRecentPriorChange
countries4,1971,858126%
domestic robots3,5822551305%
toy robots3,5712081617%
sustainable city planning3,356645144%
summit diplomacy1,8391,20652%
sanctions policies1,7771,05169%
export sanctions1,728750130%
wto rulings1,359460195%
asian games1,294393218%
stablecoin fx impact1,203578108%
preferential tariff3,2235,303-39%
economic slowdown2,6804,896-45%
tariff rate quota2,4203,663-34%
mfn tariff1,9843,127-37%
gold futures trends1,7082,893-41%

Event and signal lenses

AR, VR and Spatial Computing coverage across China

All complete annual cohorts shown
Rising

Regulatory Risk

1,159,745 classified articles

territories, disputed islands, tariff negotiations

41.9% critical · 16.3% positive
Rising

Funding Momentum

120,383 classified articles

inflation reports fx, currency intervention policies, trade deficits fx

51.4% critical · 39.1% positive
Rising

Growth

380,583 classified articles

gdp growth rate, gdp acceleration, economic output growth

44.5% critical · 39.5% positive

AR, VR and Spatial Computing coverage across China. Topic labels describe recorded classifications and can include broad context.

RESEARCH SIGNALS

What AR, VR and Spatial Computing research is working on

53,448 papers in the recorded worldwide scope.

Expand panel +
53,448papers
53,448worldwide comparison pool
—India-affiliated papers

Research orientation

Promising
25,271
Breakthrough
11,005
Descriptive
6,664
Problem-identifying
5,109
Cautionary
2,903
Comparative
1,971
Critical
525

Contribution mix

Empirical
22,167
Methods-led
20,314
Reviews
7,429
Position pieces
2,541
Theoretical
997

Tone counts: 51,552 positive · 928 neutral · 968 negative.

Common problems researchers identify
5,634 papers · 10.5% of this field
  • Virtual reality2,627 papers
  • Metaverse1,259 papers
  • Augmented reality966 papers
  • Human–computer interaction931 papers
  • Perception281 papers
  • Virtual world233 papers
  • Mixed reality181 papers
  • Training150 papers

Landmark: A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda

Cautions
2,903 papers · 5.4% of this field
  • Virtual reality1,656 papers
  • Augmented reality544 papers
  • Human–computer interaction424 papers
  • Metaverse271 papers
  • Perception268 papers
  • Cognition156 papers
  • Usability125 papers
  • Psychological intervention107 papers

Landmark: Educational applications of metaverse: possibilities and limitations

Opportunities
36,276 papers · 67.9% of this field
  • Virtual reality17,233 papers
  • Augmented reality8,773 papers
  • Human–computer interaction6,122 papers
  • Metaverse2,606 papers
  • Visualization2,084 papers
  • Perception1,613 papers
  • Usability1,434 papers
  • Cognition1,280 papers

Landmark: KinectFusion: Real-time dense surface mapping and tracking

Leading institutions

University College London
16,916
Stanford University
15,573
Institució Catalana de Recerca i Estudis Avançats
14,797
Universitat de Barcelona
14,680
Microsoft
14,356
Imperial College London
14,043

Leading researchers

Mel Slater
12,924
Mark Billinghurst
7,357
Otmar Hilliges
6,991
Shahram Izadi
6,604
Jeremy N. Bailenson
6,412
Richard A. Newcombe
6,232
David Molyneaux
5,999
Giuseppe Riva
5,615

Highly cited breakthrough-labelled papers

  • KinectFusion: Real-time dense surface mapping and tracking3,902 citations
  • KinectFusion2,097 citations
  • DTAM: Dense tracking and mapping in real-time2,030 citations
  • Metaverse1,782 citations
  • Coming of age in Second Life: an anthropologist explores the virtually human1,428 citations

Common problems researchers identify

5,088 papers · 7 recurring themes
7 cards

Swipe or scroll horizontally to browse.

Metaverse Conceptual ChallengesCommon problems researchers identify · 01

Metaverse Conceptual Challenges

1,218 papers

23.9% of this theme group

Researchers discuss social, educational, and interaction issues arising from building and using expansive virtual worlds.

Metaverse (1,161) · Possible world (120) · Social worlds (91) · Human–computer interaction (344)

The Metaverse: Challenges and Opportunities for AI to Shape the Virtual Future

Embracing Metaverse Education: Transforming the Landscape of Learning

View research history
YearShare index
202251.3
202379.3
202476.1
202544.1
Perception and Immersion LimitsCommon problems researchers identify · 02

Perception and Immersion Limits

862 papers

16.9% of this theme group

Studies examine how users perceive distance, usefulness, and comfort within immersive virtual reality environments.

Virtual reality (692) · Perception (96) · Virtual world (80) · Immersion (43)

Older Adults’ Experiences with Audiovisual Virtual Reality: Perceived Usefulness and Other Factors Influencing Technology Acceptance

Visual Perceptual Confidence: Exploring Discrepancies Between Self-reported and Actual Distance Perception In Virtual Reality

View research history
YearShare index
20222182.2
20232170.4
20242164.4
20252317.6
AR/MR Context AwarenessCommon problems researchers identify · 03

AR/MR Context Awareness

782 papers

15.4% of this theme group

Works focus on integrating real‑world context and interaction design challenges for pervasive augmented and mixed reality.

Augmented reality (712) · Mixed reality (90) · Human–computer interaction (201) · Virtual reality (194)

Towards Pervasive Augmented Reality: Context-Awareness in Augmented Reality

AUGMENTED REALITY REVOLUTIONIZING LANGUAGE SERVICES: AN IN-DEPTH EXPLORATION

View research history
YearShare index
2022229.2
2023239.8
2024302.9
2025245.9
Digital Media TransformationCommon problems researchers identify · 04

Digital Media Transformation

714 papers

14.0% of this theme group

Analyses explore emerging immersive analytics, narrative forms, and ergonomic risks linked to new digital technologies.

Emerging technologies (65) · Digital transformation (28) · Narrative (39) · Digital media (24)

Survey of Immersive Analytics

Digital and Virtual Technologies for Work-Related Biomechanical Risk Assessment: A Scoping Review

View research history
YearShare index
2022130.2
2023142.1
2024148.0
2025218.5
VR in Education and TrainingCommon problems researchers identify · 05

VR in Education and Training

521 papers

10.2% of this theme group

Papers address accessibility, pedagogical hurdles, and effectiveness of virtual reality for learning and professional development.

Virtual reality (421) · Training (91) · Virtual learning environment (32) · Medical education (36)

Virtual Reality in The University Classroom: Experiences, Challenges and Opportunities For Teaching in Higher Education

ENSURING ACCESSIBILITY OF TRAINING USING VIRTUAL REALITY TECHNOLOGIES IN THE MANAGEMENT SYSTEM OF EDUCATIONAL ORGANIZATION

View research history
YearShare index
2022446.9
2023429.3
2024342.7
2025171.8
HCI and Graphics IntegrationCommon problems researchers identify · 06

HCI and Graphics Integration

506 papers

9.9% of this theme group

Research highlights difficulties merging human‑computer interaction principles with multimedia and computer graphics in virtual settings.

Human–computer interaction (474) · Virtual reality (473) · Multimedia (94) · Computer graphics (72)

The Re-Emergence of Virtual Reality

Virtual reality in education: opportunities and challenges

View research history
YearShare index
2022252.1
2023244.9
2024199.3
202573.8
VR Rehabilitation BarriersCommon problems researchers identify · 07

VR Rehabilitation Barriers

485 papers

9.5% of this theme group

Investigations reveal practical and clinical obstacles to using virtual reality for physical and psychological therapy.

Virtual reality (376) · Rehabilitation (77) · Psychological intervention (67) · Physical medicine and rehabilitation (35)

Virtual Reality-Based Interventions to Improve Balance in Patients with Traumatic Brain Injury: A Scoping Review

Patient-centered insights into virtual reality rehabilitation for stroke: a systematic review and qualitative meta-synthesis

View research history
YearShare index
20221336.8
20231323.1
20241365.7
20251316.0

Cautions

2,612 papers · 7 recurring themes
7 cards

Swipe or scroll horizontally to browse.

Perceptual and Avatar EffectsCautions · 01

Perceptual and Avatar Effects

502 papers

19.2% of this theme group

Authors caution about how immersion, avatar realism, and sensorimotor adaptation can influence user perception and behavior.

Virtual reality (419) · Perception (117) · Avatar (42) · Virtual machine (21)

Using virtual reality to augment perception, enhance sensorimotor adaptation, and change our minds

The Mediating Effect of Immersion in Virtual Reality Environments: Relationships among Social Presence, Perceived Enjoyment, and Intention t

View research history
YearShare index
20222266.1
20232244.4
20242219.9
20252373.6
Clinical VR Safety ConcernsCautions · 02

Clinical VR Safety Concerns

486 papers

18.6% of this theme group

Studies stress the need for rigorous evaluation of virtual reality interventions for pain and procedural coping.

Virtual reality (398) · Rehabilitation (66) · Physical medicine and rehabilitation (62) · Randomized controlled trial (52)

Virtual reality for persistent pain: A new direction for behavioral pain management

Assessing the Use and Acceptability of Virtual Reality to Assist Coping in Children Undergoing Clinical Procedures

View research history
YearShare index
20221067.7
20231035.5
20241138.0
2025993.2
AR Educational EvaluationCautions · 03

AR Educational Evaluation

409 papers

15.7% of this theme group

Works call for systematic assessment of augmented reality tools to ensure effective learning outcomes in math and engineering.

Augmented reality (386) · Human–computer interaction (81) · Mathematics education (23) · Visualization (24)

Perspectives on how to evaluate augmented reality technology tools for education: a systematic review

Augmented reality in engineering education: enhancing learning and application

View research history
YearShare index
2022790.9
2023784.0
2024720.0
2025464.6
VR Curriculum Integration RisksCautions · 04

VR Curriculum Integration Risks

363 papers

13.9% of this theme group

Research highlights challenges in aligning fully immersive virtual reality with existing educational standards and teacher readiness.

Virtual reality (308) · Educational technology (36) · Curriculum (32) · Training (38)

Systematic Review: Influences of Fully Immersive Virtual Reality on Students’ Motivation in Learning Science

Unlocking the potential of virtual reality in education: Insights from teachers and recommendations for integration

View research history
YearShare index
2022173.4
2023176.1
2024161.2
2025190.8
Mixed Reality Perception IssuesCautions · 05

Mixed Reality Perception Issues

312 papers

11.9% of this theme group

Papers discuss methodological pitfalls in measuring synchrony, proxemics, and perception within hybrid virtual environments.

Robot (18) · Big data (8) · Cognition (26) · Perception (32)

Syncing online: A methodological investigation into movement synchrony, proxemics, and self-other blurring in virtual spaces

Mixed reality‐based technology to visualize and facilitate treatment planning of impacted teeth: Proof of concept

View research history
YearShare index
20223129.7
20233126.7
20243178.0
20253192.3
Collaboration in Virtual SpacesCautions · 06

Collaboration in Virtual Spaces

275 papers

10.5% of this theme group

Analyses point out usability and interaction problems that hinder effective teamwork and learning in VR platforms.

Human–computer interaction (253) · Virtual reality (255) · Multimedia (41) · Computer graphics (37)

Learning in Virtual Reality

Collaboration in Virtual Reality: Survey and Perspectives

View research history
YearShare index
2022252.1
2023244.9
2024199.3
202573.8
Metaverse Educational LimitsCautions · 07

Metaverse Educational Limits

265 papers

10.1% of this theme group

Researchers outline practical and pedagogical constraints when applying metaverse concepts to classroom learning.

Metaverse (256) · Social worlds (18) · Possible world (15) · Human–computer interaction (72)

Educational applications of metaverse: possibilities and limitations

Utilization of the metaverse in the context of interactive learning

View research history
YearShare index
202251.3
202379.3
202476.1
202544.1

Opportunities

32,523 papers · 7 recurring themes
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AR for Interactive LearningOpportunities · 01

AR for Interactive Learning

1,222 papers

20.4% of this theme group

Opportunities focus on using augmented reality to create engaging, hands‑on educational experiences across subjects.

Augmented reality (1,163) · Human–computer interaction (332) · Mathematics education (87) · Mixed reality (81)

Exploring Interactive Learning Environments Based on Augmented Reality Technology

Augmented Reality in Education: Enhancing Learning Experiences

View research history
YearShare index
2022756.0
2023748.9
2024698.6
2025407.7
VR Visualization and RenderingOpportunities · 02

VR Visualization and Rendering

1,054 papers

17.6% of this theme group

Papers explore advanced visual and audio rendering techniques to enhance spatial perception and narrative immersion.

Virtual reality (798) · Visualization (135) · Perception (103) · Rendering (73)

Modeling the Impact of Head-Body Rotations on Audio-Visual Spatial Perception for Virtual Reality Applications

Optimizing Scene Transitions for Sustained Narrative Immersion in Virtual Reality Films

View research history
YearShare index
20222228.3
20232215.5
20242201.1
20252371.9
Wearable Haptic InterfacesOpportunities · 03

Wearable Haptic Interfaces

972 papers

16.2% of this theme group

Research highlights novel tactile sensors and wearable devices that enable richer interaction in mixed reality.

Rendering (61) · Wearable computer (49) · Wired glove (24) · Workflow (47)

Neuromorphic\nComputing-Assisted Triboelectric Capacitive-Coupled\nTactile Sensor Array for Wireless Mixed Reality Interaction

Tactile Sensing and\nRendering Patch with Dynamic and\nStatic Sensing and Haptic Feedback for Immersive Communication

View research history
YearShare index
202245.6
202349.0
202441.0
202551.4
VR Mental Health ApplicationsOpportunities · 04

VR Mental Health Applications

820 papers

13.7% of this theme group

Studies investigate virtual reality as a tool for assessing, treating, and reducing anxiety and other mental health conditions.

Virtual reality (696) · Rehabilitation (126) · Physical medicine and rehabilitation (77) · Anxiety (84)

Virtual reality in the assessment, understanding, and treatment of mental health disorders

A Case Study Utilizing Virtual Reality to Reduce Behavioral Symptoms and Brainwave Activity Related to Anxiety

View research history
YearShare index
20221089.7
20231055.6
20241128.0
2025983.1
VR Instructional SimulationsOpportunities · 05

VR Instructional Simulations

738 papers

12.3% of this theme group

Works demonstrate immersive simulations that improve engagement, retention, and skill acquisition in training contexts.

Virtual reality (574) · Training (112) · Instructional simulation (37) · Curriculum (47)

Virtual Reality Simulation

Immersive Learning Environment: Investigating Student Engagement, Retention and Learning Outcomes in Using Virtual Reality (VR) and Augement

View research history
YearShare index
2022147.2
2023150.2
2024126.9
2025143.0
HCI‑Driven VR MultimediaOpportunities · 06

HCI‑Driven VR Multimedia

701 papers

11.7% of this theme group

Research seeks to deepen understanding of presence, movement, and performance in complex virtual reality tasks.

Human–computer interaction (614) · Virtual reality (621) · Computer graphics (110) · Multimedia (107)

A UTILIZAÇÃO DE REALIDADE VIRTUAL E AUMENTADA PARA APRENDER

The Complex Interaction Between the Sense of Presence, Movement Features, and Performance in a Virtual Reality Spatial Task: A Preliminary S

View research history
YearShare index
2022252.1
2023244.9
2024199.3
202573.8
Metaverse for Professional ServicesOpportunities · 07

Metaverse for Professional Services

493 papers

8.2% of this theme group

Papers propose using adaptable virtual platforms for medical education, brand experiences, and other specialized applications.

Metaverse (446) · Human–computer interaction (158) · Possible world (17) · Social worlds (18)

The Metaverse: An efficient and adaptable virtual reality platform for medical education and treatment

Building Brand Experiences in the Metaverse

View research history
YearShare index
202251.3
202379.3
202476.1
202544.1

How this field compares with the research baseline

Orientation shares compared with 25,000 papers in the reference sample.

Research orientationThis fieldReference sample
Promising47.3%37.5%
Breakthrough20.6%26.7%
Descriptive12.5%17.2%
Problem-identifying9.6%9.1%
Cautionary5.4%4.6%
Comparative3.7%3.9%
Critical1.0%1.0%

Concerns receiving less research attention

Counts and shares refer to the stated research pool. A low count describes how much of that research is recorded here, not the absence of a real-world concern.

Concern / example paperPapersShareRaised as a problemWorldwide share
Privacy & surveillanceA Survey on Metaverse: Fundamentals, Security, and Privacy5331.12%250 (46.9%)1.12%
Safety & misuseAugmented non-hallucinating large language models as medical information curators460.1%18 (39.1%)0.1%
Bias & fairnessNavigating Gender Biases in XR: Towards Equitable Technological Future230.05%4 (17.4%)0.05%
Energy & datacenter footprintEnergy-Efficient Resource Allocation for Mobile Edge Computing-Based Augmented Reality Applications120.03%0 (0.0%)0.03%
Labour & data workThe Future of Work is Blended, Not Hybrid120.03%1 (8.3%)0.03%
Concentration of compute powerLeveraging Influencer Marketing in the Enterprise Metaverse: Redefining Connections and Driving Engagement40.01%2 (50.0%)0.01%
Hardware, e-waste & supply chainVirtual reality and augmented reality as a cutting-edge technology for modelling of nuclear waste repositories30.01%0 (0.0%)0.01%
Carbon & emissions of computeProject LOCOMO AR: Augmented Reality with Carbon Metrics for Sustainable AI Use10.0%0 (0.0%)0.0%
Water use00.0%0 (%)0.0%

Research orientation and citation rankings describe the covered collection. Its recorded publication dates do not support an overall publication-volume trend.

Institution and researcher rankings use citations to their covered work. Research scope: worldwide. This may be broader than the company geography.

GEOGRAPHIC FOOTPRINT

Where companies are based

Company counts, hiring and disclosed funding across the recorded hubs.

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8 cards

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UNDERSTAND THE LANDSCAPE

AR, VR and Spatial Computing in China: key questions

Clear definitions for making better comparisons.

What does this landscape measure?

It measures the tracked company ecosystem, recorded funding, hiring and other available evidence. It is not a market-size estimate.

Can segment counts be added together?

No. A company can belong to several segments, so segment counts and funding can overlap.

What does a missing figure mean?

A dash or unavailable panel means the current reviewed source snapshot does not support that figure.

Company ecosystem snapshot: 2 September 2026. Funding is recorded in USD; filed accounts retain their stated currency and reporting basis. Each section identifies its own coverage. The news and research behind these sections is explorable in Prism.

Canonical landscape ↗
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