Is there a future without XR? We are heading into a greater extended reality era
‘Extended reality’(XR) technologies’ market it is presumed to grow eight times what it is today by 2022, a period of three years

While waiting in the arcade to talk to a first-time virtual reality (VR) user, I heard other users howling with excitement in the background as they were playing to kill zombies. As she, Amy, came out of the pod and removed the headset, she seemed nonplussed and remained speechless for a quick while.
“…so this imponent robot-like figure just walked through -me-. It was unsettling… I remember feeling it so real that I tried to contain her with both my hands”, stammered Amy with a cracked voice as we talked about her experience on Bjork’s exhibition, the pop music’s first VR album.
Some users might find VR experiences overwhelming, while others simply remain dubious on these technologies. However, awarely or not, the extended reality is part of our daily life. Although this is an emerging term that concerns the virtual and real space’s blend, these techs have been explored and developed for more than three decades.
Virtual reality gadgets have become popular due to the growing gaming market, but it goes further beyond the entertainment industry; and the trend indicates XR is going to become mainstream, deeply transforming the way we live and behave.
Besides VR, extended reality covers as well augmented reality (AR) and what is called mixed reality (MR). Author Bernard Marr from Forbes magazine explains that while AR enhances reality by overlaying virtual content on the real world, VR operates in an immersive simulated virtual/digital environment; and MR, the newest technology, allows “digital and real-world objects co-exist and interact with one another in real-time”
A recent article in Vogue magazine brought up an interesting question: “Will Instagram and Snapchat filters ever replace make-up?” Filters are a fairly quotidian example of AR; they are widely used on social apps and part of most people’s day-to-day life; still, filters are redefining and expanding the beauty industry by opening its way into new “e-make-up” markets.
As this event dominate social media nowadays, Pokemon GO succeeded unprecedentedly back in 2016 because it is a “game that takes place in the real world”, said Niantic CEO John Hanke. This real-digital interaction caused gamers(and no gamers) to devote their time to chase creatures anywhere and anywhen. Unconsciously, we make use of augmented reality techs frequently, rather every day.
Moreover, the gaming industry was an early acquirer of VR technologies as well. As I conversated with a group of gamers, AR’s pair, virtual reality, was quickly brought up; Nigel joyfully commented: “life can be too much sometimes… playing virtual reality games it’s like taking a break from that, you switch on into a whole world you have absolute control of… and that it’s thrilling”. Throughout our conversation, either they tried or regularly use virtual sets, two concepts threaded the talk: ‘escape’ and ‘control’.

Yet, VR goes further the gaming business by offering immersive experiences in sporting and music, within the entertainment industry. Even traditional arts have opened up, as the world-famous Mona Lisa is getting a “first-of-its-kind virtual makeover” looking to boost its popularity by sorting space and overcrowding issues. The virtual tour will allow spectators to “be facing her like a conversation, face to face,” said the cultural affairs’ director of the Louvre museum.
The pith of extended realities lies in transforming the way we have ‘presence’ in the world. The most sophisticated headsets make people feel part of that (virtual) world, as the reptilian brain relaxes into illusion as if it was the reality. In more depth, these technologies are also challenging the way we have ‘intimacy’. “Virtual porn?… yes, it is a thing and I haven’t tried it but I must confess the experience of it sounds crazy, rather interesting”, said one of the gamers as he shyly giggled and his face blushed.
Further studies have even found that it is possible to create memories out of virtual experiences. People access those memories as if they actually participated in(as actors)rather than if they simply observed — as spectators. Furthermore, altering human interaction and communication.
Breaching any skepticism, ordinary use of extended reality is certainly widespread among mankind. Despite still facing great obstacles towards a whole mainstream adoption, as the XR industry grows the strongest its transformative effects are. Forbye the commonplace, education, shopping, aeronautics, marketing, healthcare and mental health sector, and the military industries are currently exploring and making use of these techs. More than opinion-based predictions, forecasts of actual trends indicate imminent development and broadening; and evokes the idea of the inevitability of a future outside extended reality.
