Radar · Industry landscape · the United States
AR, VR and Spatial Computing Landscape of the United States 3,358 AR, VR and Spatial Computing companies in the United States, in one picture: who is hiring, who is raising money, who founded them, where they are based, what the news is about, which skills employers want and where the research is going. Updated August 2026.
3,358 companies tracked
$39.7B disclosed funding
162 hiring right now
4,295 events · 24 months
203,532 news articles · 12 months
Who leads AR, VR and Spatial Computing in the United States Shows the top companies by hiring activity, funding, and media coverage among 3,358 tracked firms, highlighting 162 currently hiring and 894 that have disclosed a funding round.
Radar
See all 3,358 AR, VR and Spatial Computing companies in the United States
Filter by funding, headcount, hiring and location, and export the list.
How the AR, VR and Spatial Computing ecosystem in the United States grew, 2016–2025 Lists the number of companies founded each year, with a peak of 289 new firms in 2016 and only 40 founded in 2025.
Companies founded / year
new AR, VR and Spatial Computing companies in the United States
2016: 289 2017: 259 2018: 265 2019: 236 2020: 249 2021: 215 2022: 162 2023: 115 2024: 68 2025: 40 2016 2025
peak 289 in 2016
Companies raising / year
with a disclosed round that year
2016 2025
peak 200 in 2021
Disclosed funding / year
sum of disclosed rounds (USD)
2016: 2,213,896,697 2017: 2,133,253,662 2018: 3,261,763,728 2019: 2,063,838,222 2020: 3,881,726,977 2021: 7,480,598,748 2022: 4,707,797,107 2023: 995,021,647 2024: 3,748,026,676 2025: 2,839,209,295 2016 2025
peak $7.5B in 2021
Where AR, VR and Spatial Computing companies in the United States are based → Hub 01
San Francisco
360 AR, VR and Spatial Computing companies
32% of the AR, VR and Spatial Computing companies across these hubs
360 companies
$9.1B disclosed funding
24 hiring now
Hub 02
New York City
248 AR, VR and Spatial Computing companies
22% of the AR, VR and Spatial Computing companies across these hubs
248 companies
$1.2B disclosed funding
8 hiring now
Hub 03
Los Angeles
233 AR, VR and Spatial Computing companies
21% of the AR, VR and Spatial Computing companies across these hubs
233 companies
$998.6M disclosed funding
7 hiring now
Hub 04
Austin
80 AR, VR and Spatial Computing companies
7% of the AR, VR and Spatial Computing companies across these hubs
80 companies
$576.5M disclosed funding
7 hiring now
Hub 05
Seattle
74 AR, VR and Spatial Computing companies
7% of the AR, VR and Spatial Computing companies across these hubs
74 companies
$704.1M disclosed funding
4 hiring now
Hub 06
Palo Alto
51 AR, VR and Spatial Computing companies
5% of the AR, VR and Spatial Computing companies across these hubs
51 companies
$1.6B disclosed funding
3 hiring now
Hub 07
San Jose
44 AR, VR and Spatial Computing companies
4% of the AR, VR and Spatial Computing companies across these hubs
44 companies
$859.5M disclosed funding
2 hiring now
Hub 08
Chicago
43 AR, VR and Spatial Computing companies
4% of the AR, VR and Spatial Computing companies across these hubs
43 companies
$324.6M disclosed funding
5 hiring now
The AR, VR and Spatial Computing market map of the United States: what these companies actually do Breaks down product sub‑categories and revenue models, noting the largest groups such as enterprise tech (2,440) and the most common model, subscription (2,589).
Enterprise Tech 2,440 companies · $35.7B raised · 132 hiring Deep Tech 2,115 companies · $17.3B raised · 95 hiring Consumer Digital 1,459 companies · $8.1B raised · 54 hiring Enterprise Software 1,258 companies · $19B raised · 75 hiring SaaS 604 companies · $9.8B raised · 46 hiring Gaming 552 companies · $15.8B raised · 27 hiring Industry 4.0 310 companies · $3.4B raised · 22 hiring Healthtech 209 companies · $836.3M raised · 14 hiring Gaming Engines 184 companies · $13.2B raised · 9 hiring AR VR in Entertainment 176 companies · $485M raised · 9 hiring Edtech 163 companies · $284M raised · 7 hiring Pc and Console Game Developers 155 companies · $8.8B raised · 12 hiring Monetization
How AR, VR and Spatial Computing companies make money How many companies earn revenue each way. Plenty use more than one model, so the counts add up to more than the sector.
Subscription 2,589
Fee-For-Service 374
E-Commerce - Product 360
Advertising 324
Commission on Transaction 323
Physical Commerce 225
E-Commerce - Service 193
Sponsorship 24
Funding, M&A and the deals moving AR, VR and Spatial Computing in the United States Counts 4,295 corporate events over the past two years, including 722 key‑person moves, 610 earnings releases, and 523 company announcements.
Leadership 722 Earnings 610 Announcement 523 Contracts 449 Product 435 Lawsuit 390 Regulatory 298 M&A 254 Funding 141 Assets 140
Funding Meta Platforms is working with Morgan Stanley and JPMorgan Chase on a roughly $13 billion financing package for a data center in El Paso, Texas. 2026-05-05 M&A Microsoft reportedly explored acquiring AI coding startup Cursor before SpaceX secured the rights to acquire the company in a deal valued at $60 billion. 2026-04-23 M&A The merger of these two firms in 2017 was a landmark event in the investment management industry. 2026-04-19 M&A Intel CEO Li Bu Tan signed deals with Elon Musk’s Terafab and Google 2026-04-18 Funding The most recent competitors to raise funding was AllSpice, which secured $15M in Jun, 2025. 2026-04-16 M&A A group of investors led by US golfer Bryson DeChambeau have acquired Sportsbox AI, an artificial intelligence (AI) coaching startup. 2026-04-09 M&A Snap acquired select assets from video game developer and publisher Rec Room to strengthen its immersive and social gaming capabilities. 2026-04-08 Funding In General XR News April 2, 2026 – Mojo Vision, a developer of a micro-LED platform designed to enable artificial intelligence (AI) applications, has recently announced that it has secured a USD $17.5 million strategic investment. 2026-04-02 M&A The deal includes IBM's LogicNet Plus, Inventory and Product Flow Analyst, and Transportation Analyst products, along with related technology and support teams. 2026-03-27 M&A Datacor has acquired GoldSim Technology Group to strengthen its advanced analytics and modeling capabilities. 2026-03-23 Mergers and acquisitions Deals from the last 24 months where a AR, VR and Spatial Computing company in the United States was the buyer or the one bought, newest first. “Undisclosed” means the price was never published — not that the deal was worth nothing.
Who is listing, hiring leaders, launching and winning work Details specific event types like IPO filings, leadership changes, product launches, and contract wins for companies in the sector.
IPO pipeline
7 companies listed or filing · last 24 months
Contract wins
95 customer wins · last 24 months
Workforce actions
5 companies cutting roles · last 24 months
Earnings pulse
companies reporting results · last 24 months
27 companies reporting682 company-quarters trackedbeat 274 miss 35 in line 4
Half of these companies grew revenue faster than +18.0% , half slower.
Who is building AR, VR and Spatial Computing in the United States Profiles 2,184 founders and CEOs across 1,553 firms, showing top alma maters like Stanford (68) and frequent prior employers such as Microsoft (29).
Founders and chief executives 12 of 2,184, from the best-funded companies on this page
→ Founder & CEO
Timothy Sweeney
Co-Founder & CEO Cary. University of Maryland
Chief Executive Officer
Ross Rosenberg
Magic Leap, ex-Rocket Software, ex-Belden, The Wharton School, 1999
Founder & Board Member
David Helgason
Partner - Transition. Københavns Universitet - University of Copenhagen 2001
Co-Founder & CEO
Fei-Fei Li
Princeton University BA 1999, Caltech PhD 2005
Co-Founder & CEO
Amit Jain
Ex-Apple, Circle Medical, Product Hunt
Founder & CEO
David Baszucki
Founder Baszucki Group, The Paley Center for Media, ex-Founder Baszucki and Associates, Founder Knowledge Revolution. Stanford University BS
repeat founder Co-Founder Bright Saver, Gen.G esports, SuperLayer, ex-Rally. University of California Berkeley - Haas School of Business
Niantic · Ex-Google, Mission Blue · University of California, Berkeley, 1996
Ex- Quantcast, Amazon Web Services, Amazon, RealNetworks. Northeastern University, Boston MA BS
Ex- Microsoft, UCF Office of Research and Commercialization. Boğaziçi University 2006, University of Central Florida 2010
Co-Founder & CTO
Mike Wiemer
Ex-Solar Junction · Stanford University 2000, 2001, PhD 2007
Co-Founder and Chief Technology Officer
Jason Eichenholz
Jonathans Landing, ex-Airehealth, ex-Open Photonics, University of Central Florida, 1998
Where the founders studied
alma mater on record for 382 of 2,184 founders
Stanford University 68
Massachusetts Institute of Technology 39
University of California (Berkeley) 33
Harvard University 32
Carnegie Mellon University 24
University of Pennsylvania 19
Harvard Business School 16
Yale University 16
Where they worked before
a previous employer on record for 107 of 2,184 founders
Microsoft 29
Apple 22
Google 19
Facebook 13
Amazon 12
McKinsey 6
Intel 5
Salesforce 3
Founders flagged as repeat founders
of 1,928 founders with a profile on this page
27
carry a repeat-founder flag
flagged as repeat founders 27 no repeat-founder flag 1,901 Women and men among the founders
first names matched for 1,963 of 2,184 founders
13%
of matched founders are women
Inferred from first names, using 119 million people who state their own gender: a first name counts only where at least 20 of them share it and at least 90% of those share the same gender. The other 221 founders go in neither column.
Radar
Look up the people behind AR, VR and Spatial Computing companies in the United States
Search founders, executives and operators by company, role and location.
Who funds AR, VR and Spatial Computing in the United States Summarizes 1,982 funding rounds since 2016 from 2,481 investors, with a typical round size of $2.5 million.
Stage mix · rounds since 2016
Seed & Angel 841
Series A–B 621
Series C+ / PE 148
Grants, debt & other 372
The typical round is $2.5M — half were bigger, half smaller.
The biggest AR, VR and Spatial Computing funding rounds in the United States Lists the largest disclosed rounds, including Epic Games' $2 billion Series F, and highlights ten recent large funding events.
Company Round Size When Backers Epic Games Series Fmega-round $2B Apr 2022 KIRKBI A/S , Sony Epic Games Series Emega-round $1.8B Aug 2020 Sony , Baillie Gifford , Fidelity Investments +5 more Epic Games Series Fmega-round $1.5B Feb 2024 The Walt Disney Company Epic Games Series Emega-round $1.2B Oct 2018 KKR , Kleiner Perkins , Lightspeed Venture Partners +4 more Epic Games Series Emega-round $1B Apr 2021 Sony , Fidelity Investments , Baillie Gifford +9 more World Labs Series Emega-round $1B Feb 2026 Autodesk , AMD , Emerson Collective +2 more Luma AI Series Cmega-round $900M Nov 2025 HUMAIN , AMD , Andreessen Horowitz +2 more Magic Leap Series Cmega-round $793.5M Feb 2016 Alibaba Group , Google , Qualcomm Ventures +5 more Forte Series Bmega-round $725M Nov 2021 Kora , Sea Capital , Huuuge Games +12 more Magic Leap Series Bmega-round $542M Oct 2014 Google , Obvious Ventures , Qualcomm Ventures +11 more
Venture round sizes · 2023–2025
<$1M 55
$1–10M 121
$10–50M 55
$50–250M 15
>$250M 5
251 venture rounds with a disclosed amount in the window.
Fresh cheques · last 6 months
What the news says about AR, VR and Spatial Computing in the United States Counts 203,532 news articles in the last year, most often covering AI advances, product launches, technology adoption, and semiconductor updates.
News volume
AR, VR and Spatial Computing coverage across United States · articles per quarter
2021Q2: 23,493 2021Q3: 26,836 2021Q4: 24,654 2022Q1: 31,365 2022Q2: 28,281 2022Q3: 29,076 2022Q4: 31,594 2023Q1: 37,666 2023Q2: 49,628 2023Q3: 38,917 2023Q4: 39,558 2024Q1: 44,228 2024Q2: 41,023 2024Q3: 46,802 2024Q4: 45,317 2025Q1: 67,586 2025Q2: 45,101 2025Q3: 57,486 2025Q4: 44,901 2026Q1: 55,520 2021Q2 2026Q1
peak 67,586 in 2025Q1 · 203,532 articles in the last 12 tracked months
Tone of coverage
share of articles by dominant sentiment (positive / neutral / negative )
2021 2023 2025
Positive-tone share moved 76% → 69%, negative 23% → 30% across 2021–2025.
What the coverage is about The subjects that dominate AR, VR and Spatial Computing news in United States. The arrow shows whether each one is being written about more or less than a year ago.
Artificial intelligence advancements 32,181 ▲+40% New product launches and innovations 15,637 ▲+42% Technology adoption and digital transformation 14,019 ▲+32% Semiconductor industry updates 13,538 ▲+51% Latest gadgets and consumer electronics 12,556 ▲+38% Strategic partnerships and collaborations 11,437 ▲+44% Tech policy and government regulations 11,069 →+1% Mobile operating systems 10,865 ▲+25% Cybersecurity threats and solutions 10,115 ▲+18% Ethical considerations in ai development 9,439 ▲+50% Most-covered companies · last 12 months
180 AR, VR and Spatial Computing companies here were named in the news over this period.
Prism
Watch AR, VR and Spatial Computing coverage in United States as it happens
Prism follows these subjects story by story — which companies are named, what is said about them and how the tone moves.
Momentum
The words getting louder — and quieter Which terms are showing up in more stories than a year ago, and which are fading. The percentage is the change in how many articles mention them.
cloud infrastructure+75% ai copyright issues+114% green data centers+58% new gadgets+50% ai liability+192% h-1b visa+979% ip litigation+1045% flagship pricing+41% tech legislation+41% smart glasses+184%
drone defense-40% faa drone rules-55% drone airspace rules-56% anti-drone system-36% political reporting-68%
The pressures the press keeps returning to Three recurring angles in United States AR, VR and Spatial Computing coverage, and whether each is getting more attention year on year (through 2025).
Regulatory Risk ▲ rising
178,306 articles touch this dimension · 65.4% critical tone
2021 2025
signals: ai regulation compliance, responsible ai, ai research
Funding Momentum ▲ rising
37,562 articles touch this dimension · 47.4% critical tone
2021 2025
signals: ai infrastructure financing, neural network ventures, ai hardware
Growth ▲ rising
57,687 articles touch this dimension · 56.0% critical tone
2021 2025
signals: ai hardware, dc fast-charging deployment, ai research
AR, VR and Spatial Computing jobs in the United States: who is hiring and what they ask for Reports 6,525 job postings from 303 employers in 12 months, with common skills like Python and React and a median advertised salary of $108 k per year.
6,525 postings · last 12 months
9,352 postings tracked overall
303 employers advertising
$108k median advertised salary/yr (n=944)
Demand
The Skills Employers Ask For What AR, VR and Spatial Computing employers in the United States put in their job ads. The bar is how many postings ask for it; the arrow shows whether demand grew or shrank against the year before.
python 204 ▲ typescript 119 ▲ aws 102 ▲ sql 101 ▲ react 94 ▲ salesforce 86 ▲ c++ 85 ▲ excel 79 ▲ javascript 73 ▲ kubernetes 73 ▲ What level are these roles?
Entry 39
Intern 101
Senior 1,100
Lead 429
Manager 2,025
What they pay, by level
Manager $106k/yr (n=306) Senior $150k/yr (n=110) Lead $175k/yr (n=43) Most advertised titles
Sign Language Interpreter Community 79 Product Designer 71 Content Designer 64 Software Engineer 46 Security Engineer 45 Data Science Manager, Analytics 41 What AR, VR and Spatial Computing research in the United States is working on Aggregates 6,803 U.S. academic papers, classifying 704 on common problems, 468 on cautions, and 4,670 on opportunities.
How this field talks about itself
United States-affiliated AR, VR and Spatial Computing papers (gold) against all published research (grey)
Promising 44.3% · 36.9% 1.2×
Breakthrough 24.3% · 26.5% ≈ par
Descriptive 9.7% · 17.4% 0.6×
Problem-identifying 9.4% · 9.9% ≈ par
Cautionary 6.9% · 4.4% 1.6×
Comparative 4.4% · 4.0% ≈ par
How the work is done
Empirical 43.4%
Methods-led 38.1%
Reviews 12.7%
Position pieces 4.7%
Theoretical 1.1%
How the research reads
97% positive · 1% neutral · 2% negative , across 6,803 papers.
The institutions doing the work · United States
Stanford University 16k Microsoft 14k University of Southern California 9k University of Central Florida 8k Creative Technologies 5k Columbia University 5k ranked by how often their work is cited
Leading researchers · United States-affiliated work
Otmar Hilliges · Shahram Izadi · Jeremy N. Bailenson · David Molyneaux · Richard A. Newcombe · Andrew Fitzgibbon · Hrvoje Benko · Albert Rizzo
The most-cited breakthroughs
KinectFusion: Real-time dense surface mapping and tracking · 4k cites KinectFusion · 2k cites Coming of age in Second Life: an anthropologist explores the virtually human · 1k cites Local light field fusion · 1k cites VirtualWorlds as Proxy for Multi-object Tracking Analysis · 1k cites Common problems researchers identify 677 papers · 7 recurring themes
→ Problems · theme 01
Metaverse Interaction Challenges
126 papers · 18.6% of this block
2022: 51 of every 10,000 papers on this subject 2023: 79 of every 10,000 papers on this subject 2024: 76 of every 10,000 papers on this subject 2025: 44 of every 10,000 papers on this subject 2022: 51 of every 10,000 papers on this subject 2023: 79 of every 10,000 papers on this subject 2024: 76 of every 10,000 papers on this subject 2025: 44 of every 10,000 papers on this subject ▼ -14% share 2022→2025 share of research on this subject Researchers highlight ethical, social, and design difficulties in creating immersive virtual worlds.
Metaverse · Social worlds · Possible world · Human–computer interaction
“The Seven Worlds and Experiences of the Wireless Metaverse: Challenges and Opportunities”
Problems · theme 02
AR/VR Development Obstacles
118 papers · 17.4% of this block
2022: 771 of every 10,000 papers on this subject 2023: 833 of every 10,000 papers on this subject 2024: 960 of every 10,000 papers on this subject 2025: 501 of every 10,000 papers on this subject 2022: 771 of every 10,000 papers on this subject 2023: 833 of every 10,000 papers on this subject 2024: 960 of every 10,000 papers on this subject 2025: 501 of every 10,000 papers on this subject ▼ -35% share 2022→2025 share of research on this subject Papers discuss technical and usability hurdles faced when building augmented and virtual reality applications.
Augmented reality · Human–computer interaction · Mixed reality · Virtual reality
“Creating Augmented and Virtual Reality Applications: Current Practices, Challenges, and Opportunities”
Problems · theme 03
VR Perception and User Maturity
108 papers · 16.0% of this block
2022: 2,196 of every 10,000 papers on this subject 2023: 2,184 of every 10,000 papers on this subject 2024: 2,180 of every 10,000 papers on this subject 2025: 2,328 of every 10,000 papers on this subject 2022: 2,196 of every 10,000 papers on this subject 2023: 2,184 of every 10,000 papers on this subject 2024: 2,180 of every 10,000 papers on this subject 2025: 2,328 of every 10,000 papers on this subject ▲ +6% share 2022→2025 share of research on this subject Studies examine how perception gaps and user experience levels affect virtual reality effectiveness.
Virtual reality · Perception · Athletes · Maturity
“Older Adults’ Experiences with Audiovisual Virtual Reality: Perceived Usefulness and Other Factors Influencing Technology Acceptance”
Problems · theme 04
Rehabilitation VR Effectiveness
93 papers · 13.7% of this block
2022: 1,337 of every 10,000 papers on this subject 2023: 1,323 of every 10,000 papers on this subject 2024: 1,366 of every 10,000 papers on this subject 2025: 1,316 of every 10,000 papers on this subject 2022: 1,337 of every 10,000 papers on this subject 2023: 1,323 of every 10,000 papers on this subject 2024: 1,366 of every 10,000 papers on this subject 2025: 1,316 of every 10,000 papers on this subject → -2% share 2022→2025 share of research on this subject Works assess the limits and design considerations of virtual reality for therapeutic and rehabilitation purposes.
Rehabilitation · Virtual reality · Psychological intervention · Physical medicine and rehabilitation
“Considerations in the Efficacy and Effectiveness of Virtual Reality Interventions for Stroke Rehabilitation: Moving the Field Forward”
Problems · theme 05
Wearable and Big‑Data Integration
82 papers · 12.1% of this block
2022: 70 of every 10,000 papers on this subject 2023: 69 of every 10,000 papers on this subject 2024: 57 of every 10,000 papers on this subject 2025: 72 of every 10,000 papers on this subject 2022: 70 of every 10,000 papers on this subject 2023: 69 of every 10,000 papers on this subject 2024: 57 of every 10,000 papers on this subject 2025: 72 of every 10,000 papers on this subject ▲ +3% share 2022→2025 share of research on this subject Research points to challenges in merging wearable computing, large data streams, and embodied cognition.
Wearable computer · Big data · Plan · Embodied cognition
“Immersive Planning: A Conceptual Model for Designing Public Participation with New Technologies”
Problems · theme 06
HCI and Multimedia in VR
82 papers · 12.1% of this block
2022: 761 of every 10,000 papers on this subject 2023: 810 of every 10,000 papers on this subject 2024: 868 of every 10,000 papers on this subject 2025: 337 of every 10,000 papers on this subject 2022: 761 of every 10,000 papers on this subject 2023: 810 of every 10,000 papers on this subject 2024: 868 of every 10,000 papers on this subject 2025: 337 of every 10,000 papers on this subject ▼ -56% share 2022→2025 share of research on this subject Authors identify difficulties in harmonizing human‑computer interaction, graphics, and multimedia within virtual environments.
Human–computer interaction · Virtual reality · Multimedia · Computer graphics
“Sensory VR”
Problems · theme 07
VR in Medical Training
68 papers · 10.0% of this block
2022: 509 of every 10,000 papers on this subject 2023: 498 of every 10,000 papers on this subject 2024: 406 of every 10,000 papers on this subject 2025: 265 of every 10,000 papers on this subject 2022: 509 of every 10,000 papers on this subject 2023: 498 of every 10,000 papers on this subject 2024: 406 of every 10,000 papers on this subject 2025: 265 of every 10,000 papers on this subject ▼ -48% share 2022→2025 share of research on this subject Papers discuss barriers to adopting virtual reality for medical education and skill development.
Virtual reality · Medical education · Curriculum · Training
“Using virtual reality in medical education to teach empathy”
Cautions 459 papers · 7 recurring themes
→ Cautions · theme 01
VR Clinical Trial Limitations
101 papers · 22.0% of this block
2022: 1,357 of every 10,000 papers on this subject 2023: 1,348 of every 10,000 papers on this subject 2024: 1,372 of every 10,000 papers on this subject 2025: 1,387 of every 10,000 papers on this subject 2022: 1,357 of every 10,000 papers on this subject 2023: 1,348 of every 10,000 papers on this subject 2024: 1,372 of every 10,000 papers on this subject 2025: 1,387 of every 10,000 papers on this subject ▲ +2% share 2022→2025 share of research on this subject Researchers caution about methodological and safety concerns when applying VR in therapeutic trials.
Virtual reality · Psychological intervention · Rehabilitation · Randomized controlled trial
“The Effect of Virtual Reality on Pain and Range of Motion in Adults With Burn Injuries”
Cautions · theme 02
Affective Design Risks in VR
101 papers · 22.0% of this block
2022: 759 of every 10,000 papers on this subject 2023: 808 of every 10,000 papers on this subject 2024: 865 of every 10,000 papers on this subject 2025: 334 of every 10,000 papers on this subject 2022: 759 of every 10,000 papers on this subject 2023: 808 of every 10,000 papers on this subject 2024: 865 of every 10,000 papers on this subject 2025: 334 of every 10,000 papers on this subject ▼ -56% share 2022→2025 share of research on this subject Works warn of challenges in managing emotional responses and multimedia overload in immersive systems.
Human–computer interaction · Virtual reality · Affect · Multimedia
“Current opportunities and challenges of immersive virtual reality for psychological research and application”
Cautions · theme 03
AR Usability on Mobile
82 papers · 17.9% of this block
2022: 792 of every 10,000 papers on this subject 2023: 854 of every 10,000 papers on this subject 2024: 980 of every 10,000 papers on this subject 2025: 559 of every 10,000 papers on this subject 2022: 792 of every 10,000 papers on this subject 2023: 854 of every 10,000 papers on this subject 2024: 980 of every 10,000 papers on this subject 2025: 559 of every 10,000 papers on this subject ▼ -29% share 2022→2025 share of research on this subject Studies highlight usability and depth‑perception problems for augmented reality on handheld devices.
Augmented reality · Human–computer interaction · Usability · Mobile device
“Designing for Depth Perceptions in Augmented Reality”
Cautions · theme 04
Rendering Accuracy Concerns
60 papers · 13.1% of this block
2022: 2,168 of every 10,000 papers on this subject 2023: 2,154 of every 10,000 papers on this subject 2024: 2,149 of every 10,000 papers on this subject 2025: 2,296 of every 10,000 papers on this subject 2022: 2,168 of every 10,000 papers on this subject 2023: 2,154 of every 10,000 papers on this subject 2024: 2,149 of every 10,000 papers on this subject 2025: 2,296 of every 10,000 papers on this subject ▲ +6% share 2022→2025 share of research on this subject Papers address how rendering choices impact spatial perception and sensory fidelity in virtual environments.
Virtual reality · Rendering · Perception · Offset
“Elucidating Factors that Can Facilitate Veridical Spatial Perception in Immersive Virtual Environments”
Cautions · theme 05
VR Educational Effectiveness
52 papers · 11.3% of this block
2022: 283 of every 10,000 papers on this subject 2023: 275 of every 10,000 papers on this subject 2024: 235 of every 10,000 papers on this subject 2025: 128 of every 10,000 papers on this subject 2022: 283 of every 10,000 papers on this subject 2023: 275 of every 10,000 papers on this subject 2024: 235 of every 10,000 papers on this subject 2025: 128 of every 10,000 papers on this subject ▼ -54% share 2022→2025 share of research on this subject Researchers question the instructional impact and transferability of immersive learning experiences.
Virtual reality · Educational technology · Multimedia · Instructional simulation
“The role of virtual reality in enhancing educational outcomes across disciplines”
Cautions · theme 06
Robotics and VR Distraction
34 papers · 7.4% of this block
2022: 3,132 of every 10,000 papers on this subject 2023: 3,132 of every 10,000 papers on this subject 2024: 3,162 of every 10,000 papers on this subject 2025: 3,103 of every 10,000 papers on this subject 2022: 3,132 of every 10,000 papers on this subject 2023: 3,132 of every 10,000 papers on this subject 2024: 3,162 of every 10,000 papers on this subject 2025: 3,103 of every 10,000 papers on this subject → -1% share 2022→2025 share of research on this subject Works note potential attentional conflicts when combining robotic or drone stimuli with virtual simulations.
Robot · Drone · Perception · Distraction
“Technical and conceptual considerations for using animated stimuli in studies of animal behavior”
Cautions · theme 07
Metaverse Knowledge Transfer
29 papers · 6.3% of this block
2022: 194 of every 10,000 papers on this subject 2023: 224 of every 10,000 papers on this subject 2024: 210 of every 10,000 papers on this subject 2025: 207 of every 10,000 papers on this subject 2022: 194 of every 10,000 papers on this subject 2023: 224 of every 10,000 papers on this subject 2024: 210 of every 10,000 papers on this subject 2025: 207 of every 10,000 papers on this subject ▲ +7% share 2022→2025 share of research on this subject Studies caution about difficulties in moving skills and affordances between virtual and real worlds.
Metaverse · Virtual world · Social media · Knowledge management
“Understanding Online Education in Metaverse: Systems and User Experience Perspectives”
Opportunities 4,440 papers · 7 recurring themes
→ Opportunities · theme 01
VR for Pain and Therapy
889 papers · 20.0% of this block
2022: 1,005 of every 10,000 papers on this subject 2023: 978 of every 10,000 papers on this subject 2024: 966 of every 10,000 papers on this subject 2025: 585 of every 10,000 papers on this subject 2022: 1,005 of every 10,000 papers on this subject 2023: 978 of every 10,000 papers on this subject 2024: 966 of every 10,000 papers on this subject 2025: 585 of every 10,000 papers on this subject ▼ -42% share 2022→2025 share of research on this subject Research shows virtual reality can aid anxiety reduction, pain management, and physical rehabilitation.
Virtual reality · Anxiety · Physical therapy · Physical medicine and rehabilitation
“Virtual reality and neurofeedback as a supportive approach to managing cancer symptoms for patients receiving treatment: A brief report of a”
Opportunities · theme 02
Advanced Rendering and Workflows
863 papers · 19.4% of this block
2022: 97 of every 10,000 papers on this subject 2023: 100 of every 10,000 papers on this subject 2024: 82 of every 10,000 papers on this subject 2025: 143 of every 10,000 papers on this subject 2022: 97 of every 10,000 papers on this subject 2023: 100 of every 10,000 papers on this subject 2024: 82 of every 10,000 papers on this subject 2025: 143 of every 10,000 papers on this subject ▲ +48% share 2022→2025 share of research on this subject Papers explore new rendering techniques and workflow integrations that enhance virtual reality performance.
Rendering · Visualization · Virtual reality · Workflow
“Risk-Based Optimization of Virtual Reality over Terahertz Reconfigurable\n Intelligent Surfaces”
Opportunities · theme 03
AR/VR for Design and Learning
848 papers · 19.1% of this block
2022: 771 of every 10,000 papers on this subject 2023: 833 of every 10,000 papers on this subject 2024: 960 of every 10,000 papers on this subject 2025: 501 of every 10,000 papers on this subject 2022: 771 of every 10,000 papers on this subject 2023: 833 of every 10,000 papers on this subject 2024: 960 of every 10,000 papers on this subject 2025: 501 of every 10,000 papers on this subject ▼ -35% share 2022→2025 share of research on this subject Works demonstrate how mixed reality supports educational experiences and design evaluation processes.
Augmented reality · Human–computer interaction · Mixed reality · Visualization
“Augmented Reality and Virtual Reality for Learning: An Examination Using an Extended Technology Acceptance Model”
Opportunities · theme 04
Collaborative Immersive Visualization
757 papers · 17.0% of this block
2022: 761 of every 10,000 papers on this subject 2023: 810 of every 10,000 papers on this subject 2024: 868 of every 10,000 papers on this subject 2025: 337 of every 10,000 papers on this subject 2022: 761 of every 10,000 papers on this subject 2023: 810 of every 10,000 papers on this subject 2024: 868 of every 10,000 papers on this subject 2025: 337 of every 10,000 papers on this subject ▼ -56% share 2022→2025 share of research on this subject Studies present methods for multi‑user data exploration and interaction within virtual reality platforms.
Human–computer interaction · Virtual reality · Computer graphics · Multimedia
“Immersive and collaborative data visualization using virtual reality platforms”
Opportunities · theme 05
Experiential VR Training
591 papers · 13.3% of this block
2022: 303 of every 10,000 papers on this subject 2023: 296 of every 10,000 papers on this subject 2024: 254 of every 10,000 papers on this subject 2025: 164 of every 10,000 papers on this subject 2022: 303 of every 10,000 papers on this subject 2023: 296 of every 10,000 papers on this subject 2024: 254 of every 10,000 papers on this subject 2025: 164 of every 10,000 papers on this subject ▼ -46% share 2022→2025 share of research on this subject Research highlights virtual reality as a powerful tool for hands‑on skill acquisition and training.
Virtual reality · Training · Multimedia · Experiential learning
“Virtual Reality Simulation”
Opportunities · theme 06
Metaverse Social and Health Applications
274 papers · 6.2% of this block
2022: 673 of every 10,000 papers on this subject 2023: 737 of every 10,000 papers on this subject 2024: 822 of every 10,000 papers on this subject 2025: 334 of every 10,000 papers on this subject 2022: 673 of every 10,000 papers on this subject 2023: 737 of every 10,000 papers on this subject 2024: 822 of every 10,000 papers on this subject 2025: 334 of every 10,000 papers on this subject ▼ -50% share 2022→2025 share of research on this subject Papers investigate avatar‑driven interactions and health‑focused services within emerging virtual worlds.
Metaverse · Social worlds · Human–computer interaction · Avatar
“Avatars, People, and Virtual Worlds: Foundations for Research in Metaverses”
Opportunities · theme 07
Wearable Haptic Interfaces
218 papers · 4.9% of this block
2022: 134 of every 10,000 papers on this subject 2023: 128 of every 10,000 papers on this subject 2024: 114 of every 10,000 papers on this subject 2025: 116 of every 10,000 papers on this subject 2022: 134 of every 10,000 papers on this subject 2023: 128 of every 10,000 papers on this subject 2024: 114 of every 10,000 papers on this subject 2025: 116 of every 10,000 papers on this subject ▼ -13% share 2022→2025 share of research on this subject Works showcase skin‑integrated and wearable haptic technologies that enrich virtual and augmented reality experiences.
Haptic technology · Virtual reality · Actuator · Wearable computer
“Skin‐Integrated Vibrohaptic Interfaces for Virtual and Augmented Reality”
Which of these themes are growing fastest Tracks how the share of research themes has shifted globally between 2022 and 2025.
Problems
how much more (or less) of the world’s research on this subject each theme took up, 2022→2025
gaining share losing share
VR Perception and User Maturity ▲+6%
Wearable and Big‑Data Integration ▲+3%
Rehabilitation VR Effectiveness ▼-2%
Metaverse Interaction Challenges ▼-14%
AR/VR Development Obstacles ▼-35%
VR in Medical Training ▼-48%
HCI and Multimedia in VR ▼-56%
Cautions
how much more (or less) of the world’s research on this subject each theme took up, 2022→2025
gaining share losing share
Metaverse Knowledge Transfer ▲+7%
Rendering Accuracy Concerns ▲+6%
VR Clinical Trial Limitations ▲+2%
Robotics and VR Distraction ▼-1%
AR Usability on Mobile ▼-29%
VR Educational Effectiveness ▼-54%
Affective Design Risks in VR ▼-56%
Opportunities
how much more (or less) of the world’s research on this subject each theme took up, 2022→2025
gaining share losing share
Advanced Rendering and Workflows ▲+48%
Wearable Haptic Interfaces ▼-13%
AR/VR for Design and Learning ▼-35%
VR for Pain and Therapy ▼-42%
Experiential VR Training ▼-46%
Metaverse Social and Health Applications ▼-50%
Collaborative Immersive Visualization ▼-56%
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About this data: built from Fliar's company, founder, funding, hiring, jobs, news and research trackers, covering the United States. Counts are of companies we track, not of every company that exists. Updated August 2026.
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