Virtual Reality’s Breakout Moment May Finally Be Near — What It Means for the Future of Entertainment

After years of unmet promises, VR is poised for a real breakthrough in entertainment. With Apple, Meta, and Disney investing in immersive content, here’s what media executives, creators, and investors should know about the future of storytelling in virtual reality.

7/12/20252 min read

Why VR’s Tipping Point in Entertainment May Be Closer Than Ever

Over a decade after the Oculus Rift promised a revolution in entertainment, the virtual reality (VR) industry may finally be approaching its long-awaited moment of mainstream relevance.

Although consumer adoption has lagged, major players — including Apple, Meta, Disney, and A24 — are doubling down on immersive content. Apple recently launched a 3-D Metallica concert on the Vision Pro and announced a performance upgrade to the device. Meta is reportedly in talks to bring exclusive content from major studios to its Quest platform. These efforts suggest a fundamental shift: VR is no longer treated as an experimental side project, but as a potential pillar of future entertainment.

Breaking the Chicken-and-Egg Cycle

Historically, the VR industry has been trapped in a classic paradox: platforms can’t attract premium content without a large user base, and consumers won’t buy headsets without high-quality content. However, the dynamic is changing.

  • Headsets have become lighter, more powerful, and more integrated with daily life.

  • Global shipments of AR/VR devices grew 10% in 2024, reaching 7.5 million units.

  • Meta has invested billions in hardware and content development, despite short-term losses.

At the same time, immersive experiences — from virtual sports broadcasts to concerts — are evolving from pilots to scalable media strategies. According to Sarah Malkin, director at Meta Reality Labs, the "it moment" for XR will come when immersive experiences become seamlessly integrated into daily routines. That shift, she argues, is already underway.

Exclusive Content Will Be the Growth Engine

Experts agree that simply porting 2-D content into a VR environment won’t drive adoption. Instead, platforms must create original, exclusive content — just as HBO, Netflix, and Apple TV+ did to build streaming loyalty.

Live sports present one of the most compelling use cases. VR allows fans to experience games from rinkside or courtside, replicating premium experiences without leaving home. With advancements in 180-degree and spatial audio technology, this kind of immersive live entertainment could push XR toward critical mass.

For Hollywood, still reeling from a post-Covid box office slump and the collapse of traditional cable bundles, VR offers a potentially transformative new distribution channel — and a new revenue stream.

Investment Landscape: AI Surged, But XR May Be Next

One reason for VR’s slow ascent has been investment headwinds. Capital has flowed overwhelmingly to AI and autonomous vehicles in recent years, with XR left behind. But this, too, is shifting.

  • AI VC funding has ballooned to $130B+ in 2025, compared to VR’s $3.6B.

  • Yet industry insiders report renewed interest in XR, especially as the AI hype matures and applications are better defined.

Bertrand Nepveu, a Vision Pro contributor and partner at Triptyq Capital, says the funding tide is turning. “Now that AI is more understood... the budgets are going back into XR,” he said.

Why Consumers Still Need Convincing

Despite the buzz, tech giants still face a steep hill: selling consumers on the idea of putting a headset on their face. That’s why Apple, notably, has framed the Vision Pro not as a toy or media device — but as a “spatial computing” platform useful for work, collaboration, and productivity.

This positioning may give VR a broader runway into enterprise and educational markets, eventually bringing consumers along as prices drop and applications diversify.

Still, mass adoption hinges on whether content feels essential — not just novel.

The Outlook: Not If, But When

Industry experts remain divided on the timeline:

  • 1–2 years, says Paul Raphaël of Felix & Paul Studios.

  • 3–7 years, according to CryptTV’s Jack Davis.

  • 5–10 years, estimates XR strategist Jenna Seiden.

But there is growing consensus that VR — especially when paired with AR and AI — will become a defining force in how we consume media.

As Raphaël puts it: “Soon, 2-D content may feel like black-and-white films — still valuable, but from another era.”