According to a survey of extended reality professionals worldwide, there were still many barriers to mainstream adoption of VR in 2019. (Source: Statista)

A quarter of US teens own a VR device but only 5% use them daily. The biggest obstacles relate to hardware and content. 

Major players dominate these areas — Meta has an 80% share of the headset market — but there is plenty of room for entrepreneurs to tackle consumer pain points that are standing in the way of mainstream adoption.