The development of VR has become a necessity driven by the times. From its initial concept to industry breakout and subsequent downturn, the journey of VR has been both dynamic and challenging. In 2016, it marked the first year of VR industrialization, as the industry chain gradually matured. However, China’s VR sector is still in its early stages, with technology playing a crucial role in determining the depth of applications and user experience.
From the initial idea to product iteration and large-scale industrialization, VR has expanded from military use to consumer markets and now into various industries. This paper analyzes the development of VR through historical evolution, key characteristics, current hotspots, and future trends, based on relevant data.

**First, the transition from virtual to real: the development process of VR**
Virtual Reality (VR) refers to the technology that creates immersive digital environments. Over the years, it has sparked global interest. Starting from concept exploration, prototype testing, and technological accumulation, VR has evolved from military applications to broader consumer markets and is now penetrating various sectors.
The concept of "virtual reality" dates back to the 1930s, when it was more of an imaginative idea. Today, VR has made significant progress toward industrialization. Here are the main stages of its development:
**Conceptual Germination Period (1930–1960):** During this time, the idea of VR emerged from fictional works and began to take shape as a theoretical concept. However, no real technological development took place.
**Initial Development Period (1960–1990):** In 1962, Morton developed the first VR prototype. By 1973, the first graphical scene generator appeared. The 1980s saw the U.S. launching military simulators. Although VR moved from "virtual" to "real," technical limitations kept it in the prototype stage, mostly for military use.
**Technology Accumulation Period (1990–2012):** Companies like Sega and Nintendo introduced VR products such as the Sega VR-1 and Virtual Boy. The first virtual technology expo was held in London in 1996. Advances in computing and graphics laid the groundwork for commercialization, but high costs and limited content kept adoption low.
**Early Productization (2012–2015):** In 2012, Oculus Rift launched a new wave of consumer VR devices. Major companies like Facebook, Samsung, Google, Sony, and HTC followed suit, bringing VR into the mainstream market.
**Industrialization Development Period (2016 Onward):** 2016 marked a turning point for VR, as products became more accessible and entered various vertical industries. More companies and investors entered the market, leading to a wider range of devices, more mature content, and a growing user base. According to iResearch, the Chinese VR market is expected to grow rapidly, reaching 55 billion yuan by 2020.
Currently, VR applications are mainly concentrated among niche groups and professional users. It is expected that over the next few years, VR will see explosive growth, with widespread adoption anticipated within the next 5–10 years. While VR's popularity may not match smartphones or wearables, it is likely to grow faster than drones.
**Second, the VR Development Environment**
The rise of VR is closely tied to global technological and economic advancements. In China, favorable policies, economic transformation, increasing demand, and technological upgrades have created a strong foundation for VR growth. The VR environment includes support from underlying technologies, expansion of user bases, and a maturing industry chain.
**Third, the Status Quo of the Domestic VR Industry Chain**
China’s VR industry is still in its infancy, relying heavily on foreign technology. While the full industry chain is moving toward completeness, there is a lack of overarching strategies and standardized practices. Hardware development involves nearly 100 companies focusing on headsets, glasses, and all-in-one systems. Software relies on existing platforms like Windows and Android, with no dedicated system developed yet.
Content creation is mainly done by startups focusing on games and films, but quality resources are scarce. Commercial applications are limited, and overall adoption remains low. The ecosystem includes incubators, communities, event platforms, and databases.
Technology remains a key factor in shaping user experiences and application depth. Short-term challenges include computing power and battery life. As technical barriers decrease, content becomes the core driver of VR growth. However, domestic VR game studios are scattered, lacking quality projects, while foreign developers have achieved greater maturity and industrialization.
In summary, while VR shows great potential, it still faces many challenges. Continued investment, innovation, and standardization will be essential for its long-term success.
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