Virtual and Augmented Reality

Making the metaverse mainstream is about the user experience. Here's why

The metaverse was once the preserve of gamers, here's how we can make it mainstream. Image: XR Expo/Unsplash

Jane Lu

Global Shaper, Taipei Hub


The Big Picture
Explore and monitor how Virtual and Augmented Reality is affecting economies, industries and global issues
Crowdsource Innovation
Get involved with our crowdsourced digital platform to deliver impact at scale

Stay up to date:

Virtual and Augmented Reality

Listen to the article

Have you read?

Six phases of the metaverse user journey
The six phases of the metaverse user journey assessed. Image: 'Metaverse Research' – UC Berkeley, Haas School of Business


What is the Forum doing to close the gap between technology and policy?

Don't miss any update on this topic

Create a free account and access your personalized content collection with our latest publications and analyses.

License and Republishing

World Economic Forum articles may be republished in accordance with the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International Public License, and in accordance with our Terms of Use.

The views expressed in this article are those of the author alone and not the World Economic Forum.

Related topics:

Virtual and Augmented RealityDigital CommunicationsEmerging Technologies


Global Agenda

The Agenda Weekly

A weekly update of the most important issues driving the global agenda

Subscribe today

You can unsubscribe at any time using the link in our emails. For more details, review our privacy policy.

4 things you need to know about the metaverse this week

Cathy Li

November 23, 2022

About Us
Partners & Members
Language Editions

Privacy Policy & Terms of Service

© 2022 World Economic Forum