Virtual reality and augmented reality have changed from being extremely expensive to
becoming accessible in the workplace, in classrooms, in video games, in retail, and in
museums. It is feasible to gauge society's perceptions of VR and AR applications and their
predictions for future development now that they are more widely used.
This paper examines some of the existing uses of augmented reality and virtual reality in
marketing and related sectors and presents qualitative and quantitative research with the
goal of determining if society is prepared to adopt these technologies into daily life.