Virtual reality (VR) headsets promised a lot when they entered mainstream consciousness in 2016 with the launch of the Oculus Rift. Virtual reality enthusiasts have been eagerly awaiting devices that would immerse them in games like never before and allow them to experience wild adventures in exotic locations like underwater worlds, ancient civilizations and outer space. But adoption of VR headsets has been slower than expected, with surveys suggesting that even those who already own them are using them less.
The reasons why people abandon their VR headsets include the lack of compelling content, as well as physical discomfort when using them. Additionally, recent sales figures suggest that interest may be shifting to smaller formats, such as smart glasses. These high-tech gadgets may even be past their peak, as Counterpoint data showed that global shipments of VR headsets fell 14% year-over-year in the first half of 2025, while Omdia found that active headset usage fell 8% in 2024.
Apple’s high-profile entry into the sector hasn’t reversed the trend either. When the company launched its Vision Pro mixed reality (MR) headset in 2024, many wondered if the technology would finally take off. But even the company that popularized the smartphone and the smartwatch is still waiting for a pivotal moment to propel VR headsets into the mainstream.
Motion sickness
A University of Indonesia study carried out in 2024 found that 57.3% of VR users suffered from motion sickness, with nausea and dizziness cited as symptoms. Another study conducted two years earlier found that this so-called “cyber disease” affected up to 65.2% of participants using a VR headset. One reason for this unpleasant response is sensory mismatch. This occurs when virtual imagery, such as riding a roller coaster, conflicts with the reality of being still, leaving the wearer sick.
Slow frame rates on a headset screen can also contribute to these symptoms. A study from the Institute of Electrical and Electronics Engineers tested refresh rates from 60 frames per second (fps) to 180 fps and found that nausea decreased significantly at 120 fps compared to lower frame rates. If someone purchased their VR headset hoping to use it for long gaming sessions but ended up feeling a little green after a short time, it wouldn’t be surprising if they soon switched back to their regular gaming console, leaving the VR headset unused.
Neck tension and fatigue
Wearing something light like a hat or a pair of sunglasses is easy. Wearing a VR headset weighing about a pound is less so. The longer you wear a helmet, the more strain you can put on your neck muscles. This physical discomfort is another reason why people abandon their VR headsets or use them less.
The Meta Quest 3 and PlayStation VR2 weigh 1.14 pounds and 1.23 pounds, respectively. Apple’s Vision Pro is even heavier, weighing up to 1.76 pounds, depending on configuration. Manufacturers have tried to solve the weight problem by placing straps in a way that distributes pressure, but for some people, holding a device weighing more than two pounds on their head for an extended period of time is just too much to bear.
Placing your face inside what is essentially an electronic box can also make you hot and sweaty, making the experience unpleasant. In an effort to solve this problem, features such as a breathable facial interface have been created by Meta and third-party companies. But these measures don’t entirely eliminate the heat problem, leaving some users hot and with neck pain.
Lack of engaging content
As with any new gadget like a smartphone, tablet or gaming console, a customer must have confidence in the software available, both in terms of quality and quantity. Although these platforms have successfully created ecosystems, VR headsets still face a difficult situation in which developers will not create content without a large user base, and users will not purchase the device without sufficiently compelling content.
For virtual reality, this cycle has so far been more difficult to break than other previous new technologies. Small developers may be reluctant to create software for VR headsets for fear of failure, while larger companies may be unconvinced of the viability of the platform. And since immersive headsets have yet to take off, developers big and small may be content to continue working with traditional platforms like smartphones and PCs. This dearth of engaging content is just one reason VR headsets are collecting dust.
The “fun factor” may fade
Most people probably find a VR headset exciting at first, but the fun factor can wear off quickly, especially if there’s no compelling reason to keep coming back to it. Smartphones have persisted because they evolved from the mobile phone, a device that people already owned and used regularly. In this sense, the smartphone was not starting entirely from scratch, as it was moving users from a familiar tool to something similar, but more advanced.
Developers were quick to see the potential of a new device destined to land in the hands of millions and began creating software for it. This has created a self-reinforcing app ecosystem for everything from streaming, shopping and banking to maps, social media and gaming. Similarly, game consoles, despite being single-use devices, have been successful in part because they offer a wide range of games in a simple, familiar format.
Using a VR headset often offers an initial wow effect. But that enthusiasm can ebb once the novelty wears off, because it lacks that compelling appeal to keep you coming back and it’s a relatively complex new gadget. People tend to prefer technology that is simple and doesn’t require a lot of effort to use. So it wouldn’t be unusual for someone to simply get bored with their VR headset and put it aside.
Smart glasses are better for everyday use
Big tech brands like Meta, Apple, and Sony have invested a lot of time and money into developing VR headsets, and immersive technology is evolving rapidly. Meta is already making progress on this front with the Ray-Ban Meta AI glasses, while Google plans to surpass Ray-Bans with its own smart glasses. Hot on their heels are Apple’s smart glasses which are also looking to beat Meta. Although currently less feature-rich than VR headsets, smart glasses bring more and more features with each new iteration. Plus, they look like regular glasses and avoid the bulk of headsets.
Counterpoint research showed that shipments of smart glasses jumped 110% in the first half of 2025, while IDC data indicates that the global extended reality market – which includes smart glasses – grew 44.4% year-over-year, even as shipments of VR and MR headsets declined. The research firm said it expects this transition from VR headsets to glasses to continue. This rise in sales of smart glasses could be partly due to buyers of VR headsets abandoning them in favor of a smaller form factor and relatively easier everyday use.