Generation Gap
Here are some of the findings:
- 44% of teens have personally used a VR headset, compared to 38% in 2022.
- 52% of teens have used XR in school, compared to 49% in 2022.
- 21% of teens personally own a VR headset.
- Math: 16% in 2025 v. 11% in 2022
- Art: 24% in 2025 v. 22% in 2022
- Science: 25% in 2025 v. 24% in 2022
- 34% of teens indicate that if a class included XR instruction, they would want to take that class
- 24% of teens indicated that they would more likely pursue a college that offers XR as a part of its curriculum.
- 25% of teens are interested in XR careers.
- 20% of teens expect to use VR in their future jobs.
- 65% said XR can be used for fun
- 61% said XR can be used for creativity
- 46% said XR can help to connect with friends
- 44% said XR helps with learning.
- Cost – In 2025 50% saw this as a concern v. 58% in 2022
- Addiction – In 2025 44% saw this as a concern, while in 2022 it was 51%
- Spending less time outside – In 2025 it was 43% v 48% in 2022
- Privacy – In 2025 it was 43% while in 2022 it was 45%
- Lack of Access – 34% in 2025 v. 44% in 2022
- Bullying – 15% in 2025 v. 17% in 2022. (Not sure how Xr might help this?)
- 82% report a greater enthusiasm for XR when they are aware of moderation and privacy tools
- 62% are aware of moderation and privacy tools.
- 67% say that using moderation and privacy tools improves their experience.
- 43% of teens have used XR to participate in online communities and events.
- 63% of teens report a positive experience with XR that made them feel included, regardless of disability, language, or other barriers.
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