In addressing members of The First Church of Christ, Scientist, its founder, Mary Baker Eddy, once said, “Earth’s actors change earth’s scenes;...” (“Message to The Mother Church for 1902,” p. 17).
“Indeed they do!” I thought, when recently pondering decisions of world leaders that have had harsh knock-on effects for the whole human family.
But it also came to me to read those words in the context of Mrs. Eddy’s message. What a wake-up call! Her words don’t point a finger at what others do but at what spiritual thinkers could and should do. The entire passage says: “Many sleep who should keep themselves awake and waken the world. Earth’s actors change earth’s scenes; and the curtain of human life should be lifted on reality, on that which outweighs time; on duty done and life perfected, wherein joy is real and fadeless.”
It’s heartening to realize that we each contribute to changing earth’s scenes for the better if we are willing to awaken to what’s spiritually real. When that curtain is lifted, what is revealed is truly wondrous – an endlessly good God governing all creation equitably, and God’s creation, man, including each one of us, being the glorification and expression of that divine all-goodness.
Where the limits of our human life seem so defining, the unlimited reality of Spirit, God, is there, uplifting the human experience. Spirit’s presence is evidenced wherever kindness, justice, and so on shine through individual and collective thinking and action. This is especially true where the physical senses’ report of what’s real is yielding to a recognition of what Christian Science reveals as our purely spiritual reality.
This yielding to reality occurs when we hear the Christ message voicing divine Truth, God, which Christ Jesus so clearly heard, and with such healing impact. While the consistency with which Jesus perceived and proved Truth was unique, the idea of Truth is universally and ceaselessly conveyed by Christ. Heeding the Christ message uplifts us to behold life in Spirit, God, in whom we “live, and move, and have our being” (Acts 17:28).
The awakening to this reality is a shift in thought, but not an abstract mental activity. Jesus proved the power of anchoring conviction and action in God’s unbounded goodness, healing physical and mental ills and transforming sinners.
In several instances, including his own resurrection, Jesus also lifted the “curtain” of mortal belief – the belief that we live in matter, subject to mortality – to reveal that Life is God, immortal spiritual good. We catch glorious glimpses of this immortality of God’s nature as we focus on what is true. Then the recognition of our higher nature as God’s reflection dawns in thought. This increasingly undermines a false, mortal sense of existence through each healing that results from awakening to the divine reality of our lives.
This truth of Life also exposes as a lie any lethargy that would keep us from seeing how divinity embraces and uplifts, elevating thinking and action. A lackluster life has neither existence nor the authority to stop us exercising our God-given ability to see the higher view of reality that Christ reveals. It’s God alone who truly exists and asserts authority.
Thinking and acting from this spiritually elevated view of what’s true is also what’s needed in regard to issues that feel far removed from our perceived personal sphere of influence. From her proven grasp of the boundless scope of divine Truth and Christ-healing, Mrs. Eddy concluded, “Right thoughts and deeds are the sovereign remedies for all earth’s woe” (“The First Church of Christ, Scientist, and Miscellany,” p. 283).
In particular, when those “right thoughts and deeds” result in restoration of physical and mental health, we recognize the universal applicability of the spiritual truths we have grasped and demonstrated.
Many of earth’s scenes require a healing response to secure humanity’s progress Spiritward, which in turn sheds light on practical solutions. Lives that lift the curtain on divine reality are key to that response. And in increasingly living such lives, we progress toward “duty done and life perfected” with its reward: unfading spiritual joy.
Adapted from an editorial published in the Nov. 21, 2022, issue of the Christian Science Sentinel.
ATLANTA -- Reality TV stars Todd and Julie Chrisley were sentenced Monday to lengthy prison terms after being convicted earlier this year on charges including bank fraud and tax evasion.
U.S. District Judge Eleanor Ross in Atlanta gave Todd Chrisley 12 years in prison, while Julie Chrisley got seven years behind bars, according to the U.S. attorney's office in Atlanta. Each is to serve three years supervised release afterward, and Ross also ordered them to pay restitution in an amount to be determined later.
The Chrisleys gained fame with their show “Chrisley Knows Best,” which follows their tight-knit, boisterous family. Federal prosecutors said the couple engaged in an extensive bank fraud scheme and then hid their wealth from tax authorities while flaunting their lavish lifestyle.
“The Chrisleys have built an empire based on the lie that their wealth came from dedication and hard work,” prosecutors wrote in a pre-sentencing court filing. “The jury's unanimous verdict sets the record straight: Todd and Julie Chrisley are career swindlers who have made a living by jumping from one fraud scheme to another, lying to banks, stiffing vendors, and evading taxes at every corner.”
Attorneys for Todd Chrisley, 54, had argued in a court filing that he should not face more than nine years in prison. Lawyers for Julie Chrisley, 49, said a reasonable sentence for her would be probation with special conditions and no prison time.
The Chrisleys were convicted in June on charges of bank fraud, tax evasion and conspiring to defraud the IRS. Julie Chrisley was also convicted of wire fraud and obstruction of justice.
Peter Tarantino, 60, an accountant hired by the couple, was found guilty of conspiracy to defraud the IRS and willfully filing false tax returns. He was sentenced Monday to three years in prison followed by three years of supervised release.
Prosecutors have said the Chrisleys submitted fake documents to banks and managed to secure more than $30 million in fraudulent loans. Once that scheme fell apart, they walked away from their responsibility to repay the loans when Todd Chrisley declared bankruptcy. While in bankruptcy, they started their reality show and “flaunted their wealth and lifestyle to the American public,” prosecutors wrote, and then hid the millions they made from the show from the IRS.
The Chrisleys also submitted a false document to a grand jury that was investigating their crimes and then convinced friends and family members to lie under oath during their trial, prosecutors argued. Neither has shown any remorse and they have, instead, blamed others for their criminal conduct, prosecutors wrote.
“The Chrisleys are unique given the varied and wide-ranging scope of their fraudulent conduct and the extent to which they engaged in fraud and obstructive behavior for a prolonged period of time,” prosecutors said.
Todd Chrisley's lawyers said in a filing that the government never produced any evidence that he meant to defraud the banks, and that the loss amount calculated was incorrect. They also noted that the offenses were committed a long time ago and said he has no serious criminal history and has medical conditions that “would make imprisonment disproportionately harsh.”
His lawyers had also submitted letters from friends and business associates that show “a history of good deeds and striving to help others.” People who rely on Chrisley — including his mother and the many people employed by his television shows — will be harmed while he's in prison, they argued.
They urged the judge to supply him a prison sentence below the guideline range followed by supervised release and restitution.
Julie Chrisley's lawyers contended that she played a minimal role in the conspiracy and was not involved when the loans discussed in sentencing documents were obtained. She has no prior convictions, is an asset to her community and has “extraordinary family obligations,” her lawyers wrote, as they asked for a sentence of probation, restitution and community service.
The Chrisleys have three children together, including one who is 16, and also full custody of the 10-year-old daughter of Todd Chrisley's son from a prior marriage. Julie Chrisley is the primary caregiver to her ailing mother-in-law, according to the filing.
Her lawyers also submitted letters from character witnesses describing her as “hard-working, unfailingly selfless, devoted to her family and friend, highly respected by all who know her, and strong of character.”
Some of the Manufactures in the global Virtual Reality Gaming market include- Electronic Arts (EA), HTC, Samsung Electronics, ZEISS International, Oculus VR, Sony, VirZOOM, Google, Leap Motion.
“Final Report will add the analysis of the impact of COVID-19 on this industry.”
Global “Virtual Reality Gaming Market” forecast 2022 report analyses the current and future competitive scenario of the global Information Technology industry. Virtual Reality Gaming report gives an extensive analysis on segments including top companies, products, applications, revenue and regions. Some of the Topics including such as Virtual Reality Gaming market share, drivers, trends and strategies. This report also offers insights into the latest growth and trends. It encapsulate key aspects of the market, with focus on leading key player’s areas that have witnessed the highest demand, leading regions and applications.
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Market Analysis and Insights: Global Virtual Reality Gaming Market
Virtual Reality Gaming Market report elaborates the market size, market characteristics, and market growth of the Virtual Reality Gaming industry, and breaks down according to the type, application, and consumption area of Virtual Reality Gaming. The report also conducted a PESTEL analysis of the industry to study the main influencing factors and entry barriers of the industry.
Major Players in Virtual Reality Gaming market are:
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Virtual Reality Gaming Market by Types:
Virtual Reality Gaming Market by Applications:
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Detailed TOC of 2020-2025 Global Virtual Reality Gaming Market Report
1 Virtual Reality Gaming Market – Research Scope
1.1 Study Goals
1.2 Market Definition and Scope
1.3 Key Market Segments
1.4 Study and Forecasting Years
2 Virtual Reality Gaming Market – Research Methodology
2.2 Research Data Source
2.2.1 Secondary Data
2.2.2 Primary Data
2.2.3 Market Size Estimation
2.2.4 Legal Disclaimer
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3 Virtual Reality Gaming Market Forces
3.1 Global Market Size
3.2 Top Impacting Factors (PESTEL Analysis)
3.2.1 Political Factors
3.2.2 Economic Factors
3.2.3 Social Factors
3.2.4 Technological Factors
3.2.5 Environmental Factors
3.2.6 Legal Factors
3.3 Industry Trend Analysis
3.4 Industry Trends Under COVID-19
3.4.1 Risk Assessment on COVID-19
3.4.2 Assessment of the Overall Impact of COVID-19 on the Industry
3.4.3 Pre COVID-19 and Post COVID-19 Market Scenario
3.5 Industry Risk Assessment
4 Virtual Reality Gaming Market – By Geography
4.1 Global Market Value and Market Share by Regions
4.1.1 Global Value ($) by Region (2015-2020)
4.1.2 Global Value Market Share by Regions (2015-2020)
4.2 Global Market Production and Market Share by Major Countries
4.2.1 Global Production by Major Countries (2015-2020)
4.2.2 Global Production Market Share by Major Countries (2015-2020)
4.3 Global Market Consumption and Market Share by Regions
4.3.1 Global Consumption by Regions (2015-2020)
4.3.2 Global Consumption Market Share by Regions (2015-2020)
5 Virtual Reality Gaming Market – By Trade Statistics
5.1 Global Export and Import
5.2 United States Export and Import (2015-2020)
5.3 Europe Export and Import (2015-2020)
5.4 China Export and Import (2015-2020)
5.5 Japan Export and Import (2015-2020)
5.6 India Export and Import (2015-2020)
6 Virtual Reality Gaming Market – By Type
6.1 Global Virtual Reality Gaming Production and Market Share by Types (2015-2020)
6.1.1 Global Virtual Reality Gaming Production by Types (2015-2020)
6.1.2 Global Virtual Reality Gaming Production Market Share by Types (2015-2020)
6.2 Global Virtual Reality Gaming Value and Market Share by Types (2015-2020)
6.2.1 Global Virtual Reality Gaming Value by Types (2015-2020)
6.2.2 Global Virtual Reality Gaming Value Market Share by Types (2015-2020)
7 Virtual Reality Gaming Market – By Application
7.1 Global Consumption and Market Share by Applications (2015-2020)
7.1.1 Global Consumption by Applications (2015-2020)
7.1.2 Global Consumption Market Share by Applications (2015-2020)
7.2 Global Consumption and Growth Rate of Automotive (2015-2020)
7.3 Global Consumption and Growth Rate of Electrical and Electronics (2015-2020)
7.4 Global Consumption and Growth Rate of Industrial (2015-2020)
7.5 Global Consumption and Growth Rate of Others (2015-2020)
8 North America Virtual Reality Gaming Market
8.1 North America Market Size
8.2 United States Market Size
8.3 Canada Market Size
8.4 Mexico Market Size
8.5 The Influence of COVID-19 on North America Market
9 Europe Virtual Reality Gaming Market Analysis
9.1 Europe Market Size
9.2 Germany Market Size
9.3 United Kingdom Market Size
9.4 France Market Size
9.5 Italy Market Size
9.6 Spain Market Size
9.7 The Influence of COVID-19 on Europe Market
10 Asia-Pacific Virtual Reality Gaming Market Analysis
10.1 Asia-Pacific Market Size
10.2 China Market Size
10.3 Japan Market Size
10.4 South Korea Market Size
10.5 Southeast Asia Market Size
10.6 India Market Size
10.7 The Influence of COVID-19 on Asia Pacific Market
13 Company Profiles
13.1 Manufacture 1
13.1.1 Manufacture 1 Basic Information
13.1.2 Manufacture 1 Product Profiles, Application and Specification
13.1.3 Manufacture 1 Virtual Reality Gaming Market Performance (2015-2020)
14 Market Forecast – By Regions
14.1 North America Market Forecast (2020-2025)
14.2 Europe Market Forecast (2020-2025)
14.3 Asia-Pacific Market Forecast (2020-2025)
14.4 Middle East and Africa Market Forecast (2020-2025)
14.5 South America Market Forecast (2020-2025)
15 Market Forecast – By Type and Applications
15.1 Global Market Forecast by Types (2020-2025)
15.1.1 Global Market Forecast Production and Market Share by Types (2020-2025)
15.1.2 Global Market Forecast Value and Market Share by Types (2020-2025)
15.2 Global Market Forecast by Applications (2020-2025)
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Love it or hate it, reality TV has found a strong foothold in modern entertainment, and it won’t be leaving anytime soon. Despite this, as a genre, reality TV is not well-respected by critics or average viewers. But what is the reason?
With so many different styles of shows, the reality TV genre is so broad that it’s difficult to succinctly analyze. From competition-based reality shows like “Survivor” to lifestyle shows like “The Kardashians,” reality TV has found a way to appeal to virtually every audience and has only expanded its reach in accurate years.
By itself, I don’t think reality TV is necessarily harmful. Some shows might help viewers deepen a passion (like Bravo’s “Project Runway” or FOX’s “Master Chef Junior”), while others are pure background entertainment (TLC’s “Say Yes to the Dress” or Netflix’s “Tidying Up with Marie Kondo”). It’s hard to identify what exactly distinguishes these shows from others, but I believe they fall into their own subcategory since they are relatively low drama, don’t delve deep into the cast members’ lives and have a theme (fashion, cooking, etc.) that distributes the focus beyond cast member relationships. Given that these shows aren’t as reliant on personal drama to keep viewers engaged, they are much more relaxing to watch and easier to consume. They also don’t typically produce “influencers” or social media stars as frequently as other shows in the reality TV genre — like “The Bachelor” — so they don’t become as incorporated into the mainstream media or as relevant to our everyday lives. On the other hand, shows like “Keeping Up With the Kardashians” and “American Idol” have created celebrities out of previously “regular” people. Suddenly, our views, our attention and our clicks are making a difference in a real person’s life: Thanks to “The X Factor,” Harry Styles has a career; thanks to “Dance Moms,” we have Jojo Siwa. In this way, reality TV does have genuine impacts and consequences in the real world.
Reality TV’s currency is attention, so producers will choose people that bring drama, emotion and controversy — good people with strong morals aren’t necessarily high on the list when it comes to casting. Oftentimes, this gives a platform to people who don’t deserve one and amplifies voices that don’t need attention. Because reality TV permits celebrity influencers to rise to power and gives their words and posts an audience, they are able to impact increasingly high-stakes issues in our society even when they aren’t the most qualified people to do so. This isn’t to say that all stars who rose to fame via reality TV are bad or don’t offer some positive contribution to society (ask any One Direction fan), but it makes power and influence too easily accessible to those who don’t deserve it. Once we see the impacts reality TV can have in the real world, it begins to feel like much less of a fun escape and something that might need to be taken more seriously.
On a lighter note, like all entertainment, reality TV shows can also bring people together and spark interesting conversations. Growing up, my family had a tradition of watching “Survivor” and it was something we all enjoyed doing together; it was a bonding experience for us. To this day, my sister and I still meet up every week to watch “Survivor” together. Many contestants on established reality TV shows like “Survivor” express a similar sentiment to the one I have experienced. It is possible for these shows to hold personal value and be meaningful despite the drawbacks of the genre as a whole.
Reality shows have the ability to expose viewers to communities and people that otherwise would not have much representation, like TLC’s “I am Jazz,” which stars a transgender woman named Jazz and follows her and her family throughout her life, or TLC’s “Little People, Big World,” which spotlights a family in which some members have dwarfism. Of course, it is dangerous to have only one person or group as the spokesperson for an entire community of people, but reality TV can offer some marginalized groups a platform and can create a path for viewers to gain a more nuanced understanding.
However fun and entertaining reality TV might be, it certainly has numerous significant drawbacks that cannot be overlooked. The name “reality TV” suggests that what is seen on screen is real, or at least based on real life, but in truth, it is not at all reflective of many people’s experiences. What makes reality TV so harmful is that it leads us to believe what we see is real and raw when that is not the truth at all. It might be small moments that are edited carefully (like the “Love is Blind” season 2 reunion, which featured a clip that had been reversed to make it seem more dramatic), whole scenes (like one from the finale of “The Kardashians”) or even broader things like casting choices that serve to maintain unrepresentative body ideals. Consequentially, the stories that reality TV shows play off as real can have negative effects on viewers.
Watching reality TV also can cause viewers to feel anxious about their appearance — it has been reported that watching reality TV causes 25% of viewers to worry about their body image. Especially shows like “Miss America” or “America’s Next Top Model” feed into the insecurities many women already feel about their bodies. These shows perpetuate a problematic ideal body type — thin and white — which is damaging to many young girls who do not and cannot fit into these unrealistic standards. It is also damaging to men who are constantly met with the idea that they have to be extremely muscular in order to be attractive. While these impacts can be felt for the first time during our youth, television continues to cause body image issues throughout our adulthood due to the portrayal of a singular, ideal body type.
Reality TV has addictive qualities and can lead to viewers feeling lonely and isolated. It’s a double-edged sword: Reality TV can immerse us in an alternate reality, but it also makes us disconnected from our own. While it’s normal to want to take a break and escape your own world sometimes, extended time invested in a different reality makes it difficult to come back and feel at peace with the genuine one. Spending too much time devoted to people and relationships that are not our own can hinder the real relationships in our lives. We are often led to unnecessarily doubt and question our relationships due to the unrealistic expectations and curated snippets portrayed in media.
Dating shows also bring a whole set of unique problems. For many people, the examples of relationships they see primarily come from their families and what they see in the media. Tropes like “Prince Charming” and ideas like “soulmates” or “love at first sight” are maintained so deliberately in various reality TV shows that they create a false idea of what most relationships look like and supply viewers unrealistic expectations (*cough* “The Bachelor”). They also drive home outdated gender roles of traditional masculinity and femininity: The “attractive” men are those who are muscular, confident, don’t express vulnerabilities and make the first move; the “attractive” women are those who have stereotypically “good-looking” bodies and are delicate, emotional and compassionate. Dating shows support the ideas that women are only valuable if they are beautiful and that men always want sex. Media and reality TV have also contributed significantly to the hypersexualization of women. In television, we typically don’t see the real population represented adequately in terms of appearance: Young, fit and traditionally attractive men and women are cast significantly more than older, less-fit people who don’t fall into Western beauty ideals.
Further, the vast majority of reality shows, especially dating shows, have a severely cisgender and heterosexual agenda and only work under this assumption: Shows like “The Bachelor,” “The Bachelorette,” “Love Island” or “Love is Blind” operate under a very traditional structure that would need to be abandoned if they were to introduce cast members who weren’t straight. These shows push the idea that there is one rigid picture of what love looks like: a heterosexual, cisgender man in a relationship with a heterosexual, cisgender woman. This can be damaging for people who experience love differently as they are led to believe their love isn’t as valid or that there is something wrong with the way they love. Given that some of the most popular reality shows are dating shows, the lack of representation of LGBTQ+ identities is disappointing.
The bottom line is that reality TV is far too white, heterosexual and cisgender to reflect truthful experiences. Since reality TV is supposed to reflect real life, it has the power to influence what we see as normal and what we don’t. Exposure to reality TV prompts viewers to view certain races, sexualities, gender identities and social classes as the norm and anything else as unnatural or incorrect. This has consequences in the real world and affects how we interact with others and how we understand ourselves. It is important to be critical of the media we consume because it has consequences, and this is especially the case with reality TV. By no means am I telling you to stop watching reality TV, but it’s time for us to be aware of its potentially severe impacts.
Daily Arts Writer Jenna Jaehnig can be reached at email@example.com.
After his father died of Covid last fall, Donkan Martinez was overwhelmed by grief and turned to an unlikely outlet: virtual reality.
The 24-year-old found himself wading into an emerging field of virtual mental health care, via a service called Innerworld, which offers peer-led mental health support through its app. The idea is to bring the principles of cognitive behavioral therapy, or CBT, into the metaverse and enable users to interact with others as anonymous avatars through voice- and text-based chat.
CBT aims to help patients change unhealthy thinking or behavioral patterns by developing relevant skills and coping strategies. The American Psychological Association describes it as a form of treatment that helps people “learn to be their own therapists.”
Innerworld, however, gives everyday users the opportunity to deliver support to one another. Its founder, Noah Robinson, emphasizes that the service should not replace professional treatment. Upon registering, Innerworld users must acknowledge that they understand the app is not therapy.
“It’s not therapy and we can’t provide crisis intervention,” Robinson said. “Our goal with Innerworld is to be a longer-term place that people can come to help them prevent themselves from getting to the point of being in crisis. Or we have people who are hospitalized who come out and are looking for additional support.”
Upon entering Innerworld, users can choose from a variety of settings that emulate environments like hiking trails or libraries. From there, they can engage with other avatars or browse a list of peer-led events, such as group meditation sessions, addiction support groups and workshops on navigating social anxiety. Martinez said that once, he joined a game in which users guessed what others were drawing.
The efficacy of Innerworld’s approach is still being studied — the company hopes to publish early data from a small, internal trial that showed decreases in depression and anxiety symptoms among a group of 127 participants. A $206,000 grant from the National Institutes of Health is helping Innerworld fund its research.
Gathering robust, long-term data is crucial to evaluating this or any similar program, said Barbara Rothbaum, a psychologist at the Emory University School of Medicine. Rothbaum published a paper on the use of VR to treat a fear of heights in 1995.
“As far as virtual reality, most of the applications now have used a real therapist,” she said.
Indeed, most therapeutic uses of VR so far have centered on clinician-led exposure therapy for conditions like arachnophobia and claustrophobia, as well as for social anxiety and post-traumatic stress disorder.
However, Rothbaum added, “I do think [VR] could be useful for self-help, but the programs that have been tested haven’t been developed for that.”
Skip Rizzo, director of medical virtual reality at the University of Southern California Institute for Creative Technologies, said he first recognized VR’s potential for mental health uses in the 1990s. Rizzo helped pioneer the use of VR to treat PTSD among members of the military. A 2005 report documented the case of a Vietnam war veteran treated with VR therapy who experienced a 34% decrease in clinician-rated PTSD.
Rizzo said he sees the potential of Innerworld — as long as the app continues to make clear that it is not clinician-run.
“People that are worried about stigma around whatever the problem is that they have, or they’re ashamed, they might not want to admit to another person directly that they’re having these issues,” Rizzo said. “But they might be more likely to in an avatar-based world where they can preserve their anonymity but still interact with people.”
Martinez said he and other users he's met on Innerworld felt they weren’t getting the empathy they needed in the real world.
“My real friends don’t know that I’m very emotional. I’m very conservative with my emotions with my real friends,” he said. “I’m able to open up in Innerworld because I know I’m not going to be judged. I’m not going to be attacked.”
Robinson said he was motivated to create Innerworld after finding solace in an online community in his own life. When he was 13, he said, he became depressed after realizing he was gay, and he turned to the online game RuneScape. The anonymity made him more comfortable exploring parts of himself he was afraid to face in the real world. Robinson said he eventually came out to his online friends.
Innerworld is not the only program attempting to use VR to help people access mental health support.
In his own work, Rizzo is piloting a clinician-facilitated VR project that offers social support to Ukrainian refugees. Refugees who have relocated to Bucharest, Romania, can enter a virtual version of a town square in Kyiv, where they can speak with fellow refugees as anonymous avatars.
A startup called BehaVR, meanwhile, launched its app, called First Resort, last week. The VR app guides users through “chapters” on skills that would be taught in CBT sessions.
Risa Weisberg, a professor at the Boston University Chobanian and Avedisian School of Medicine, is BehaVR's chief clinical officer. She said that because people’s brains process VR experiences in the same way they would a real-life experience, “you don’t experience the interventions as something that you’re practicing or hearing; you experience them as something that’s happening to you.”
Weisberg thinks that’s why VR exposure therapy has yielded results in the past.
VR’s reach could grow to 64 million people in the U.S. this year, according to a 2021 estimate by eMarketer. Weisberg said that expansion is occurring at a time when more people are seeking mental health care, but also as many are finding it inaccessible due to high costs.
“All that comes together at the same time to make the next few years really ripe for getting mental health techniques and interventions in VR,” she said. “I think we’re going to see a huge uptick in this.”
Rizzo said his main concern about Innerworld, however, is that people who need professional help might try to substitute the app instead. Rothbaum, meanwhile, said randomized clinical trials will be needed to determine whether these types of programs really work.
NEW YORK, Nov. 27, 2022 /PRNewswire/ -- The Augmented Reality and Virtual Reality Market by Technology, Application, and Geography - Forecast and Analysis 2023-2027 report has been published by Technavio. Market growth is estimated to accelerate at a CAGR of 52.37% and register an incremental growth of USD 364557.67 million during the forecast period. The report provides a comprehensive analysis of growth opportunities at regional levels, new product launches, the latest trends, and the post-pandemic recovery of the global market. Download A Free PDF demo Report
By region, the global augmented reality and virtual reality market is segmented into APAC, North America, Europe, the Middle East and Africa, and South America. APAC is estimated to contribute 35% to the growth of the global market over the forecast period. The rising adoption of smartphones and increased investments in AR and VR technologies in the retail and healthcare sectors are driving the growth of the regional market.
The augmented reality and virtual reality market report includes information on the key products and accurate developments of leading vendors, including:
Alphabet Inc.: The company offers solutions for augmented reality and virtual reality experience which allows taking in information and content visually as things dramatically expand the ways on devices which can help with everyday activities like searching for information, shopping, and expressing yourself.
Apple Inc.: The company offers solutions for augmented reality and virtual reality experience which enhances the real-world environment with playful, immersive effects using LiDAR to sense depth.
Augmented Pixels Inc.: The company offers solutions for augmented reality and virtual reality which helps to connect with remote colleagues working together on holograms to resolve issues in real-time.
Blippar Ltd.: The company offers solutions for augmented reality and virtual reality which helps in better information delivery, faster knowledge transfer, modernized training methods, immediate access to remote expertise, and enhanced customer experiences.
CyberGlove Systems Inc.: The company offers solutions for augmented reality and virtual reality which uses proprietary resistive bend-sensing technology to accurately transform hand and finger motions into real-time digital joint-angle data.
Eon Reality Inc.
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The market is driven by factors such as the increasing demand for AR and VR technology, product launches, and the increasing number of M&A activities. However, high development costs associated with AR and VR apps are hindering market growth.
The competitive scenario categorizes companies based on various performance indicators. Some of the factors considered include the financial performance of companies over the past few years, growth strategies, product innovations, new product launches, investments, and growth in market share among others. Request a Sample
By application, the market is segmented into consumer and enterprise. The consumer segment accounted for the largest share of the market in 2022.
By geography, the market is segmented into APAC, North America, Europe, the Middle East and Africa, and South America. APAC held the largest share of the market in 2022.
The augmented reality in retail market study is a comprehensive report with in-depth qualitative and quantitative research evaluating the current scenario and analyzing the growth of 39.0 and a CAGR of 41.7% with the market share increasing by USD 9.24 billion during the forecast period 2021 to 2026. The use of AR technology to make advertising more effective is notably driving augmented reality in retail market growth.
The augmented and virtual reality in healthcare market share is expected to increase by USD 6.55 billion from 2021 to 2026, and the market's growth momentum will accelerate at a CAGR of 29.13%. The growing demand for healthcare services is notably driving the augmented and virtual reality in healthcare market growth, although factors such as infrastructural and integration issues may impede the market growth.
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What are the Key Data Covered in this Augmented Reality And Virtual Reality Market Report?
CAGR of the market during the forecast period 2023-2027
Detailed information on factors that will drive the growth of the augmented reality and virtual reality market between 2023 and 2027
Precise estimation of the size of the augmented reality and virtual reality market size and its contribution to the parent market.
Accurate predictions about upcoming trends and changes in consumer behavior
Growth of the augmented reality and virtual reality industry across North America, APAC, Europe, the Middle East and Africa, and South America
A thorough analysis of the market's competitive landscape and detailed information about vendors
Comprehensive details of factors that will challenge the growth of augmented reality and virtual reality market vendors
Augmented Reality and Virtual Reality Market Scope
Growth momentum & CAGR
Accelerate at a CAGR of 52.37%
Market growth 2023-2027
USD 364557.67 million
YoY growth (%)
APAC, North America, Europe, the Middle East and Africa, and South America
Performing market contribution
APAC at 35%
Key consumer countries
US, China, Japan, Germany, and UK
Leading companies, Competitive Strategies, Consumer engagement scope
Key companies profiled
Alphabet Inc., Apple Inc., Augmented Pixels Inc., Blippar Ltd., CyberGlove Systems Inc., Eon Reality Inc., HP Inc., HTC Corp., Innovega Inc., Lenovo Group Ltd., Magic Leap Inc., Microsoft Corp., PTC Inc., Samsung Electronics Co. Ltd., Seiko Epson Corp.
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis and future consumer dynamics, and market condition analysis for the forecast period.
If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.
Table of contents:
1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation by Technology
7 Market Segmentation by Application
8 Customer Landscape
9 Geographic Landscape
10 Drivers, Challenges, and Trends
11 Vendor Landscape
12 Vendor Analysis
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“We haven’t been messaging adequately on crime,” Rep. Jerry Nadler told Politico. “The Republican mantra is that crime is going up in Democratic cities. The fact is, crime is going up all over.”
And that’s the more moderate Democratic reflection on a rough election for the party, one that saw the loss of four House seats, several in the Legislature and a close call in the gov’s race. The lefties still want to deny crime’s a real issue at all, insisting that more Democratic Socialist class war is what the party needs.
Mayor Eric Adams is better, since he’s still talking up the need to fix the no-bail law and other problematic criminal-justice reforms. Indeed, Thursday on “Morning Joe” he chided fellow Dems to stop “being afraid to talk about” rising crime and citizens “feeling” unsafe.
Even that’s still a bit lame, though. Adams and the NYPD have brought murders down this year, but the overstretched cops haven’t been able to stop other crimes from rising: The city’s 105,287 felony total for 2022 so far is 32% above the level for the same period in 2019.
And subway crime is a horror all its own — with record levels of murders, not to mention non-fatal stabbings, track-pushings and so on, even though ridership is still down. (Not that it’ll rise much more if safety remains such a problem.)
Even “minor” crime is a huge issue. Shoplifting in the city is up a whopping 65% this year, through July 31, on top of a 36% spike last year over 2020. Is it any wonder every drugstore (that hasn’t closed) has everything locked up, while high-end stores have packed on the security?
And, no, none of this is a “media conspiracy” to fool the public into voting Republican. Everyone can see it for themselves.
Nor does it matter if there’s a national trend, or if it’s even worse in other cities: The core fact is that crime’s getting worse here — and not just in the five boroughs, but in all of urban New York.
New Yorkers, having seen three decades of dropping crime, know it doesn’t have to be that way — that accepting rising disorder is a choice our leaders have made.
So the Democrats who still control New York have a duty to 1) acknowledge that reality without hedging or excuses and 2) act decisively to reverse the trend.
And results won’t be measured by the numbers of guns off the street or the amount spent on “violence reduction” and so on, but only by genuine declines in crime and disorder.
It’s not about the “messaging” but the reality. If Dems don’t face that, sooner or later the voters will slap them harder still.
Apple is wrapping up development of its long-rumored, long-delayed mixed reality headset and is gearing up for a launch as soon as early next year, according to Bloomberg reporter Mark Gurman's weekly newsletter.
Recent job listings posted by Apple suggest that the company is seeking to fill content creation roles for the device, suggesting that the core technology is set enough that developers, producers, artists, and the like work confidently with it. That's in contrast to the product's state not that long ago, when differing opinions about the product's feature set, specs, and design led to shifting goalposts that would have been a headache for content creators.
Among those content creation roles is at least one that would focus on "the development of a 3D mixed-reality world," not dissimilar in some respects to Meta's Horizon Worlds. But while Horizon Worlds' spaces exist entirely in VR, an Apple job listing describes "connected experiences in a 3D mixed-reality world," suggesting that augmented reality may also play a part.The newsletter speculates, based on some of the job listings, that Apple plans to introduce a video service for the headset, building off of the company's prior acquisition of NextVR. Additionally, Apple moved key staff to the mixed reality product team, including a former self-driving car staffer and a senior engineer.
Gurman also recapped many of the things already leaked or reported by him, The Information, and other credible sources: The headset will have more than 10 cameras across both the inside and the outside; it will have "the highest-resolution displays ever featured in a mass-market headset"; and it will run a new operating system called realityOS, which will include mixed reality versions of Messages, Maps, FaceTime, and other apps.
He also says it will be called either "Reality Pro" or "Reality One" and that it will cost between $2,000 and $3,000—much more expensive than most consumer VR headsets. The newsletter didn't name a more specific release window than "next year," but analyst Ming-Chi Kuo said the device could be announced as soon as January with a launch in time for Apple's June developer conference. DigiTimes previously reported Apple might begin production in March.