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Tech promised virtual reality would revolutionize entertainment. That moment might finally be closer than we think. | CNN Business


🞛 This publication is a summary or evaluation of another publication 🞛 This publication contains editorial commentary or bias from the source
Virtual reality was supposed to transform entertainment. At least, that was the expectation roughly a decade ago with the arrival of the Oculus Rift, the first virtual reality (VR) headset from the tech startup Meta acquired that many believed would push VR into the mainstream.

The article published by CNN on July 12, 2025, titled "Virtual Reality Entertainment: Apple, Meta, Google, and Disney Lead the Charge," delves into the rapidly evolving landscape of virtual reality as a transformative force in the entertainment industry. The piece highlights how tech giants Apple, Meta, and Google, alongside entertainment powerhouse Disney, are investing heavily in VR technologies to redefine how consumers experience movies, gaming, theme parks, and social interactions. The convergence of cutting-edge hardware, immersive software, and creative storytelling is positioning VR as the next frontier in entertainment, with each company carving out unique niches while competing for market dominance.
The article begins by contextualizing the growth of VR, noting that by 2025, the global VR market is projected to surpass $50 billion, driven by advancements in hardware affordability and content diversity. The COVID-19 pandemic accelerated the adoption of virtual experiences as people sought alternatives to physical gatherings, and this momentum has carried forward into a post-pandemic world where hybrid entertainment—blending physical and digital realms—has become the norm. CNN reports that VR headsets are now lighter, more powerful, and increasingly integrated with augmented reality (AR) features, making them accessible to a broader audience beyond just gamers.
Apple’s role in this space is described as a game-changer, with the company reportedly launching its second-generation Apple Vision Pro headset in early 2025. Building on the success of its initial mixed-reality device introduced in 2023, Apple has focused on seamless integration with its ecosystem, allowing users to stream Apple TV+ content in fully immersive 3D environments. The article details how Apple has partnered with major Hollywood studios to produce exclusive VR films and series, leveraging spatial audio and eye-tracking technology to create personalized viewing experiences. Apple’s strategy, according to industry analysts cited in the piece, is to position VR as a premium entertainment medium, targeting high-income consumers and creatives who value quality over quantity. Additionally, Apple is rumored to be developing a virtual concert platform where users can attend live-streamed performances by artists in a 360-degree environment, further blurring the lines between physical and digital events.
Meta, formerly known as Facebook, continues to dominate the VR hardware market with its Quest series, which remains the most popular consumer headset in 2025. The article notes that Meta has shifted its focus from gaming to social and entertainment applications, expanding its Horizon Worlds platform into a hub for virtual movie theaters, comedy clubs, and interactive fan experiences. Meta’s collaboration with Disney is a key highlight of the piece, as the two companies have reportedly launched a series of VR theme park experiences that allow users to “visit” iconic Disney locations like Disneyland or Star Wars: Galaxy’s Edge from the comfort of their homes. These experiences include interactive rides, character meet-and-greets, and customizable avatars, all powered by Meta’s advanced social VR framework. CNN quotes a Meta executive stating that their goal is to make VR the “new living room” for family entertainment, where shared experiences transcend geographical barriers.
Google, while a latecomer to the VR hardware race, is making significant strides through its software and cloud computing capabilities. The article explains that Google has revived its interest in VR through partnerships with content creators on YouTube, offering a dedicated VR channel where users can watch 360-degree videos, live events, and interactive documentaries. Google’s cloud-based rendering technology, which offloads processing power from headsets to remote servers, is described as a potential disruptor, enabling high-fidelity VR experiences on budget-friendly devices. Furthermore, Google is reportedly working on integrating VR with its Stadia gaming platform (assuming it still exists or has been rebranded by 2025), allowing players to dive into massively multiplayer online games with unprecedented realism. The piece suggests that Google’s data-driven approach, leveraging user insights from search and video consumption, gives it a unique edge in curating personalized VR entertainment content.
Disney’s involvement in VR entertainment is portrayed as a natural extension of its storytelling legacy. Beyond its partnership with Meta, Disney is investing in standalone VR experiences tied to its intellectual properties, including Marvel, Pixar, and Lucasfilm franchises. The article describes a new VR series based on the Marvel Cinematic Universe, where users can embody superheroes and participate in narrative-driven missions alongside iconic characters like Iron Man or Captain America. Disney is also experimenting with VR-enhanced theme park attractions, where physical rides are paired with digital overlays visible through AR glasses, creating a hybrid experience for visitors. CNN notes that Disney’s focus on family-friendly content and emotional engagement sets it apart from competitors, positioning it as a leader in creating “magical” VR moments that resonate with audiences of all ages.
The article also addresses challenges facing the VR entertainment industry, including concerns about accessibility, health, and privacy. High-end VR systems, while more affordable than in previous years, still pose a financial barrier for many consumers, and companies like Meta and Google are under pressure to develop low-cost alternatives without sacrificing quality. Health issues, such as motion sickness and eye strain, remain a hurdle, though advancements in display technology and ergonomic design are mitigating these effects. Privacy is another critical issue, as VR platforms collect vast amounts of personal data, from eye movements to behavioral patterns. The piece cites ongoing debates about data security, especially with Meta’s history of privacy controversies, and notes that Apple’s emphasis on on-device processing could give it an advantage in winning consumer trust.
In terms of market competition, the article suggests that while Meta currently leads in hardware sales, Apple’s premium branding and ecosystem loyalty could shift the balance in the coming years. Google’s cloud-based approach might appeal to budget-conscious consumers and developers, while Disney’s content-driven strategy ensures it remains a cultural force regardless of hardware ownership. Analysts quoted in the piece predict that by 2030, VR could overtake traditional television as the primary medium for entertainment consumption, provided companies address the aforementioned challenges and continue to innovate.
The CNN article concludes with a forward-looking perspective, emphasizing that VR entertainment is no longer a niche or futuristic concept but a tangible reality shaping how we connect, play, and dream. Whether it’s watching a blockbuster movie in a virtual cinema, attending a concert with friends across the globe, or stepping into a fairy-tale world crafted by Disney, VR is redefining the boundaries of imagination. The combined efforts of Apple, Meta, Google, and Disney signal a collaborative yet competitive race to build the ultimate immersive experience, with consumers standing to benefit from an unprecedented era of digital creativity.
Read the Full CNN Article at:
[ https://www.cnn.com/2025/07/12/tech/virtual-reality-entertainment-apple-meta-google-disney ]
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