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The XR Association (XRA), an industry group dedicated to the responsible development and adoption of extended reality (XR), released its latest survey on U.S. high school students' attitudes toward XR in a timely snapshot of how this generation views immersive technology. The findings are clear: teens not only enjoy XR, but increasingly view it as an important part of their education and entertainment ecosystems.
According to the survey, 76% of teens are excited about XR's future, with younger teenage boys showing the highest enthusiasm at 88%. While virtual reality (VR) continues to outpace augmented reality (AR), both are gaining traction. VR headset usage among teens has grown from 38% in 2022 to 44% in 2025, and 21% of U.S. teens now own one.
One of the survey’s most interesting insights is XR’s expanding role in education. Over half of all respondents (52%) report using XR in school—a 9% jump since 2022. Notably, 44% of teens say XR helps them learn more easily, and a third would be more likely to take a class if it incorporated XR. These findings reflect a broader industry shift. The global market for XR in education is projected to grow to $75 billion by 2033, up from 11.9 billion in 2023, with schools using immersive tools for everything from virtual science labs to historical reconstructions.
The XRA survey also reveals that concerns about XR—such as cost, privacy, and addiction—have diminished since 2022. A majority of teens (62%) are aware of privacy tools designed to improve their experience, and 71% say that knowing more about these tools would make them more likely to use XR. Encouragingly, nearly half (48%) say that XR has helped them feel more included in the face of disabilities or language barriers. This was particularly evident among teens aware of safety features or whose parents were engaged with their XR use.
What does this mean for schools and XR companies? For educators, XR offers a tangible way to meet students where they are – intellectually, technologically, and socially. Whether through immersive art projects, video game development, or advanced manufacturing training, XR adds a new layer of engagement. For XR companies, the opportunity is twofold: invest in tools that make XR safe and accessible for teens, and partner with educators on classroom-ready applications.
XRA’s 2025 data underscores a simple truth: XR is quickly becoming a familiar (and desirable) learning platform for teens. As the next generation grows up with instant access to interactive worlds, a foundational skillset in XR will be central to how they play, learn, and prepare for the future.