Extended reality is by most measures in a down cycle. VR Headset shipments have contracted. Super high profile launches from Apple and Samsung / Google have not caught the consumer market. Meta is shifting its focus to smart glasses. A number of studios that built compelling content have closed or sold.
Immersive training, however, works.
The evidence for immersive learning has accumulated steadily, independent of market sentiment: higher knowledge retention, meaningful reductions in training time, the ability to practice complex and high-risk procedures without consequence. Schools have invested in using VR to supplement learning programs and labs. The fundamentals that made XR compelling for workforce development have not changed.
"The case for immersive training was always grounded in evidence, not excitement."
This is not the first time XR has been through this and this correction has left behind a substantial body of high-quality XR applications — built by talented teams with strong innovative approaches that need distribution.
AttainXR was founded to act on it. We are a product company focused on curating the best extended reality content for educational and training institutions. Our work is to identify, evaluate, and assemble the XR applications that deliver measurable outcomes — and to put them in the hands of the L&D and HR leaders who need them.
We look forward to introducing ourselves properly in the weeks ahead.