Teens and Gen Z are shaping the future of technology—and AR (Augmented Reality) and VR (Virtual Reality) are right at the center of their world. Understanding how they use these tools can help businesses, educators, creators, and developers tap into what matters most to this audience. Below, we break down 30 key stats and what they really mean, followed by practical advice on how you can act on each one.

1. 62% of Gen Z have used AR features on social media platforms like Instagram, Snapchat, or TikTok

More than half of Gen Z has already played around with AR on social media. Whether it’s a dog ears filter, a face swap, or a virtual makeup try-on, AR is everywhere on platforms like Instagram, Snapchat, and TikTok.

For Gen Z, AR isn’t just a fun extra — it’s become part of how they communicate and present themselves.

This opens the door for brands and creators. If you’re not using AR yet, you’re missing out. The key is to make AR that feels native to the platform and fun to use. You don’t need a huge budget.

Even a simple branded filter can help users remember your product or service. Want people to try on your sunglasses? Make an AR filter. Have a unique logo? Turn it into a face filter that reacts to music or voice.

The takeaway here is simple: meet Gen Z where they already are. Don’t wait for them to come to your website or download your app. Use Instagram and Snapchat filters to reach them in their comfort zone.

Make it interactive, make it playful, and make it easy to share. If done right, your AR experience could go viral without needing a huge marketing push.

2. 47% of teens report using VR at least once a month

Almost half of teens are using VR every month, which tells us it’s more than just a novelty. VR is becoming a part of their regular routine, whether it’s for games, videos, or even socializing in virtual spaces.

And this trend is only getting stronger as VR headsets become more affordable and user-friendly.

For businesses, this shift means one thing: start thinking about how your content or services can live inside virtual worlds. Could your store have a VR version? Could you host virtual events?

If you’re in education or entertainment, there’s an even bigger opportunity to reach teens where they’re spending time.

If you’re developing for VR, make sure the experiences are easy to get into. Gen Z values fast, smooth, and fun interfaces. Complicated onboarding or slow performance will make them leave.

Keep it visually rich, but also intuitive. Remember, this audience grew up with smartphones, so they expect things to work quickly and feel modern.

If you’re not a tech company, you can still play in this space. Partner with VR creators or sponsor content inside popular VR platforms. Just don’t wait until everyone else is doing it.

By then, the competition will be high and the cost to enter much steeper.

3. 38% of Gen Z own a VR headset, compared to 26% of Millennials

Ownership is growing, and Gen Z is leading the charge. With over a third of this group already owning VR headsets, it’s clear that they’re ready to move beyond just mobile or desktop screens.

They’re willing to invest in immersive tech, which tells us how important they believe VR is to their future experiences.

What does this mean for you? If you’re in product development, education, or marketing, you need to start creating VR content that doesn’t just work — it wows.

Think about how your product or idea could be experienced in 3D space. Could you create a walk-through? A tutorial? A simulation? Even something as simple as a virtual unboxing experience can make a lasting impression.

Another big opportunity lies in bundling or co-branding with VR hardware makers. If you’re launching a product or campaign, consider integrating it with platforms like Meta Quest or PlayStation VR.

Offer exclusive content or discounts that can be unlocked in VR — these small hooks can make a big impact.

Also, keep in mind that this audience is tech-savvy but short on time. So whatever VR content you make, keep it fresh, fun, and fast to access. Test your content on different devices and optimize it for performance.

Every extra second of loading time can mean lost users.

4. 70% of Gen Z users say AR makes online shopping more enjoyable

Online shopping has changed forever. For Gen Z, it’s not just about adding to cart. It’s about the experience — and AR makes that experience feel personal, playful, and helpful.

With 70% saying that AR improves their shopping journey, it’s time to look at how you can make your e-commerce site more interactive.

If you’re selling physical products, adding AR previews is a must. Let shoppers virtually try on clothes, shoes, makeup, or glasses. Selling furniture? Let them place it in their room using their phone camera.

These AR tools reduce doubt and increase confidence in purchases, leading to fewer returns and higher satisfaction.

One common concern is the cost of building AR features. But the good news is that many e-commerce platforms now offer built-in AR tools or third-party plugins. You don’t need to build from scratch.

Start small — even a few key products with AR previews can show you how your audience responds.

Also, make it mobile-friendly. Gen Z shops on their phones, so make sure your AR experience works seamlessly without needing an app download. If the AR loads fast and gives value, they’re more likely to use it — and share it.

The goal is to turn window shopping into a try-before-you-buy experience. Once Gen Z sees how your products look or work in their world, they’ll be far more likely to buy.

5. 55% of teens have played games using VR headsets

More than half of teens have played VR games. That’s a clear sign that immersive gaming is here to stay.

And where there’s gaming, there’s opportunity — especially if you want to build brand loyalty or connect with younger audiences in a memorable way.

VR gaming isn’t just about action and graphics. It’s about presence. Teen players aren’t just watching the game — they’re inside it. That means the emotions they feel while playing are stronger, and the impressions they form are deeper.

If you’re a game developer, this is the perfect time to explore VR formats. Design games that move, engage, and surprise players. Think about story, movement, and interactivity in new ways.

For non-gaming brands, consider partnerships with game developers or placement in virtual game worlds. Maybe your brand shows up as part of a quest. Maybe it’s in a virtual shop.

Maybe your product becomes a power-up. The goal is to be part of the experience in a way that feels natural, not forced.

If you’re running events or communities, you can also explore VR gaming spaces as a way to host meetups or competitions. Teens love the mix of fun and social connection that VR brings, so use that to your advantage.

6. 29% of Gen Z use AR filters daily on social media

When nearly a third of Gen Z is using AR filters every single day, that tells you something powerful. AR isn’t just a trend for them — it’s a daily habit.

These filters have become part of how they show emotion, tell stories, and stand out online. They’re not just taking selfies anymore — they’re creating mini experiences with every post.

So what can you do with this? If you’re a brand or creator, you should be building filters. Not occasionally — consistently. Make them fun, make them unique, and make them easy to use.

You don’t need to push your product front and center. Instead, create something that feels like entertainment first. The more it invites play, the more likely users will share it.

Think of filters as a soft marketing tool. If your filter goes viral, your brand could be in thousands of screenshots and videos — all created and shared by your audience.

That’s free exposure with real impact. You can also build themed filters around holidays, product launches, or causes you care about.

If you’re not sure where to begin, platforms like Spark AR (for Instagram and Facebook) and Lens Studio (for Snapchat) offer templates and tutorials. Work with freelance AR designers or small studios if you don’t have the skills in-house.

This is about showing up where Gen Z already is — and giving them tools they actually want to use. If your AR filter helps someone express their mood, tell a joke, or look cool in a post, they’ll keep coming back for more.

7. 41% of Gen Z believe AR enhances their self-expression online

Gen Z is all about self-expression. They’re not content with just typing or uploading a photo — they want to tell stories in bold, creative ways.

For 41% of them, AR helps them do that better. Whether it’s through custom lenses, effects that match their mood, or virtual try-ons that match their identity, AR is part of how they present themselves to the world.

This is important to understand if you’re designing content, services, or experiences for this group. You need to give them room to customize and make things their own.

Don’t just offer a one-size-fits-all experience. Let them play, change, and remix what you give them.

One tactic is to create AR experiences that allow personalization. Maybe the user can pick their colors, mood, background, or music. Maybe they can remix your AR filter and make it their own.

The more control they have, the more invested they become. That’s where connection builds.

Also, think about diversity and inclusion. Can all users see themselves in your AR content? If not, you’re missing a big part of the audience. Gender options, skin tones, body types — these details matter when it comes to helping Gen Z feel seen.

At its core, AR should be a canvas, not a billboard. Give them tools to create, not just to consume.

When they use your AR to express themselves, your brand becomes part of their story — and that’s a much deeper connection than a simple ad.

When they use your AR to express themselves, your brand becomes part of their story — and that’s a much deeper connection than a simple ad.

8. 36% of teens say they’re more likely to purchase from a brand using AR

This stat should be a wake-up call for marketers. Over one-third of teens are more likely to spend money with a brand that offers AR.

That’s not just a fun fact — that’s a conversion strategy. AR isn’t just for engagement — it drives real business results.

So how do you make this work? First, think about the shopping journey. What’s confusing or uncertain about your product? Where do people hesitate? That’s where AR can step in to build confidence.

Let them try it on, see it in their space, or explore it in 3D.

For example, if you sell sneakers, let users rotate, zoom, and try them virtually on their feet. If you’re in beauty, allow people to test shades in real-time. These simple tools eliminate doubts and make it easier for someone to say yes to buying.

But this also means you need to test your AR experience regularly. It has to work smoothly. If it’s glitchy or slow, it will do the opposite — it will drive people away.

Work with good developers and test on different devices. Gen Z expects clean and fast.

And remember to tell people the AR feature exists. Promote it on product pages, in emails, and in your social posts. Don’t make them dig for it.

This stat proves that AR is no longer optional — it’s a purchase driver. If you want to convert Gen Z browsers into buyers, give them a reason to interact.

9. 48% of Gen Z males aged 16–24 engage with VR gaming weekly

Almost half of young Gen Z males are using VR for gaming every week.

This is a loyal, engaged group — and they’re hungry for more immersive experiences. If you’re building games, platforms, or even peripheral products for this space, this audience is ready and waiting.

For developers, this stat is a green light to go all-in on VR mechanics that cater to fast-paced, competitive play. These users love immersive battles, quick interactions, and multiplayer options.

If your game includes social or co-op features, it’s even more likely to succeed.

But this isn’t just a space for game companies. Think wider. Could you place your brand inside a popular VR title? Could you partner with a streamer who plays VR games? Could you create a VR mini-game as part of your campaign?

One strong move is creating limited-time VR experiences that reward players. Maybe they unlock a virtual hoodie, a custom skin, or a hidden level — all co-branded.

These kinds of digital exclusives build hype and create urgency.

You can also build community through VR. Host game nights, tournaments, or virtual meetups. These events build loyalty and bring your audience closer, while also giving them a space to show off their skills and gear.

This group of Gen Z gamers doesn’t just want to play — they want to belong. Give them worlds to explore, tools to compete, and reasons to come back.

10. 60% of Gen Z say immersive experiences are more memorable than traditional ones

This stat isn’t just interesting — it changes how we should think about marketing, education, and storytelling.

When 60% of Gen Z say that immersive experiences stick with them more than traditional formats, that’s a huge signal to shift how we design digital interactions.

Whether you’re teaching, selling, or entertaining, this stat suggests that immersive formats (like VR or AR) create stronger memories.

That means more impact, better recall, and deeper emotional engagement.

If you’re a brand, this could mean turning a product launch into a virtual tour. If you’re in education, it could mean offering a VR lab instead of just a slideshow. If you’re a content creator, maybe it’s building interactive video stories instead of static clips.

To get started, you don’t have to create something huge. Even small immersive touches — like letting users explore a product in 3D or walk through a virtual space — can help you stand out.

Also, think about the story. Immersive doesn’t just mean “3D” — it means letting the user be part of the moment. Give them control, let them make choices, and design your experience to feel like an adventure.

This generation has been raised on content, so they’re used to swiping fast and forgetting even faster. But if you give them something to feel, not just watch, they’ll remember it — and they’ll come back for more.

11. 23% of Gen Z have attended virtual concerts or events via VR

Nearly a quarter of Gen Z has already stepped into the virtual world for concerts or events — and that number is growing fast.

For this group, being part of a crowd doesn’t have to mean being in a stadium. It can happen in a headset, from their bedroom, and still feel exciting, personal, and real.

This is a massive opportunity for creators, musicians, brands, and event organizers. VR lets you build unforgettable experiences without the cost and logistics of a physical venue.

You can reach fans across the world at the same time. You can customize stages, environments, lighting, even how the audience interacts.

If you’re an artist or performer, think about how to bring your audience inside the show. Don’t just stream a 2D video. Let them move around, get close, or unlock special areas.

Make them feel like part of the action, not just a viewer. Small touches like virtual merchandise stands, backstage meetups, or Easter eggs go a long way.

For brands, the chance to sponsor these experiences or create their own virtual pop-ups is huge. Imagine dropping exclusive content or limited-edition products at a virtual concert. Or creating a branded lounge where fans can hang out before the show.

The key is to treat VR events as real experiences, not gimmicks. Invest in quality sound, good design, and smooth tech. Gen Z has high expectations.

If you deliver something that feels exciting and fresh, they’ll remember it long after it’s over.

12. 64% of teen Snapchat users interact with AR lenses regularly

Snapchat continues to lead in AR, especially among teens.

With 64% of teen users interacting with AR lenses regularly, it’s clear that filters are more than just funny faces — they’re now a staple of digital communication.

This regular use means AR is now part of how teens express themselves and connect with others. For marketers and creators, Snapchat AR lenses offer one of the most direct ways to get in front of this audience.

But it has to feel natural. Gen Z can spot a sales pitch a mile away, so your lens needs to offer something fun, interesting, or meaningful.

Start by asking: what emotion or idea could we help users show with a lens? Is it confidence? Humor? Curiosity? Then build a concept around that. Maybe it’s a virtual pet that reacts to voice.

Maybe it’s a lens that transforms their room into another world. The best lenses feel like play — not marketing.

If you’re a business, you can use Snapchat’s Lens Studio to design and test your AR lenses. You can also target by location, interest, and even behavior. This means you can serve a back-to-school lens in one area, and a concert-themed one somewhere else.

Don’t forget to track results. See how many people used your lens, how long they engaged, and how often they shared it. These metrics help you shape better experiences in the future.

Snapchat’s AR ecosystem is one of the most active and teen-focused out there. If you’re trying to stay relevant, building lenses should be part of your strategy.

13. 33% of Gen Z use AR for educational purposes

One-third of Gen Z has used AR for learning — and that number will keep climbing as schools and learning apps get smarter about using immersive tools.

This shift isn’t just about making learning “fun” — it’s about making it stick. AR helps turn abstract ideas into things students can see, explore, and interact with.

Think about how hard it is to understand something like the solar system from a book.

Now imagine using your phone to see planets orbiting in real time in your living room. That’s the kind of experience AR makes possible — and that’s why Gen Z responds so well to it.

For educators, content creators, and education tech companies, this is a big opportunity. Start looking at your materials and ask, “Where is my student struggling to imagine something?” That’s where AR belongs.

It could be in science, history, math, or even language learning.

If you’re developing apps or tools for schools, make them mobile-first. Most students have access to smartphones, not high-end headsets. Also, make AR content easy to access.

No one wants to download five things just to start a lesson.

You can also build AR into worksheets, textbooks, or online courses. Use QR codes to trigger models, animations, or guides. Let students interact, rotate, or explore objects. This makes lessons more memorable and can lead to better performance and higher engagement.

Education is moving beyond the classroom walls — and Gen Z is more than ready for it. If you can teach them through the world they already live in, you’ll make a much bigger impact.

Education is moving beyond the classroom walls — and Gen Z is more than ready for it. If you can teach them through the world they already live in, you’ll make a much bigger impact.

14. 51% of Gen Z say VR will be a regular part of entertainment in the future

Half of Gen Z is already thinking about VR as a standard piece of their entertainment future.

That says a lot about where things are headed. Movies, concerts, shows, even hangouts — they expect all of it to have a virtual option.

This means brands, creators, and entertainment platforms need to start building for VR now. The shift is coming fast. Waiting means missing the chance to lead and connect while the field is still growing.

If you’re a media company, start thinking about how your content can exist in 360 degrees.

What would it mean to walk through a scene, instead of watching it? Could your show or movie have interactive moments? Could the audience become a character?

For music and sports, VR opens up premium experiences. Fans can sit courtside or go backstage — all from home. And they’re willing to pay for that kind of access. This changes the business model.

You’re no longer limited by seats or location. Your audience is global.

Even casual hangouts are moving into VR spaces. Apps like VRChat and Meta Horizon Worlds let people socialize in custom environments. These are the new parks and coffee shops — and they’re growing fast.

To stay ahead, start experimenting. Run a pilot, partner with a VR creator, or launch a small event. Learn how your audience responds and what they want more of.

Entertainment doesn’t have to be passive. For Gen Z, it’s becoming immersive — and VR is the next screen they’ll be watching from.

15. 40% of Gen Z females prefer AR shopping tools over trying products in-store

This stat flips a common belief. Many assume young people want the in-store experience.

But 40% of Gen Z females would rather use AR shopping tools than go into a physical store. That’s a big shift — and a huge opportunity for retail brands.

Why does AR win here? It’s fast, personal, and lets users shop on their own time. They can try on a lipstick shade at midnight. They can see how a dress fits with their lighting. They can explore without pressure or lines.

For fashion and beauty brands, this stat is your call to action. If you haven’t built AR try-on tools yet, now is the time. Prioritize high-quality AR that works in real-time. It should feel smooth, realistic, and easy to use.

The goal is to reduce hesitation and boost confidence.

Also, think about creating a full journey. Don’t just stop at try-ons. Add features that suggest matching items or save favorite looks. Make checkout seamless from the same experience.

If you’re in physical retail, don’t panic — you can blend both worlds. Let shoppers scan items in-store to access AR features. Offer mirrors with AR overlays. Make their visit interactive and digital-friendly.

The key takeaway? Convenience is powerful — especially when it’s paired with personalization. Gen Z females want tools that help them make decisions faster, with less friction. AR gives them that. If you make their shopping journey smoother, they’ll come back again and again.

16. 18% of teens use VR fitness apps weekly

VR isn’t just for games anymore. Nearly one in five teens is using VR for fitness every week. That’s a strong sign that younger generations are blending physical activity with immersive technology — and they’re enjoying it.

VR fitness apps like Supernatural, FitXR, or Beat Saber are turning workouts into experiences, not chores.

What makes this powerful is that teens are finding new ways to stay active without needing a gym or outdoor space.

They can box, dance, or stretch — all from their room. The key here is that VR makes exercise feel like play. It’s not about reps or sets; it’s about rhythm, challenge, and movement.

If you’re in health, wellness, or tech, this is a moment to take seriously. You could build a fitness app that lives in VR, or you could partner with existing platforms to add your brand to the experience.

Maybe it’s a branded training room, or maybe your apparel line shows up on avatars during workouts.

This also opens the door for sports teams, influencers, or schools. Imagine a PE class that includes VR fitness modules. Or a coach who recommends VR boxing for off-day training.

These tools are portable, fun, and already gaining momentum.

To make the most of this space, focus on experience design. The movements should be natural. The environments should be energizing. And the music should match the pace. Teens will return to what feels good — not just what burns calories.

As the fitness world goes digital, VR offers a fresh, flexible way to keep teens active. If you make it fun, they’ll keep showing up.

17. 75% of Gen Z expect brands to use AR in marketing

Three out of four Gen Z consumers expect brands to use AR in marketing. Not hope, not want — expect.

That means for this audience, AR is no longer a surprise or a perk. It’s part of the standard experience. If you’re not using it, you may be seen as behind the times.

This stat tells us that AR is now a trust and relevance signal. When a brand uses AR, it shows they understand how Gen Z communicates and consumes content. It tells them the brand is interactive, up-to-date, and engaged.

So what does “using AR in marketing” really look like? It doesn’t have to be flashy or expensive. It could be as simple as an AR product demo, an interactive Instagram lens, or a WebAR experience on your landing page.

The most important thing is that it adds value — either through entertainment, education, or utility.

Let’s say you’re launching a new shoe. You could create an AR filter that lets users see how it looks on their feet. Or build a mini-game that rewards high scores with early access. Or let people scan a QR code in-store that launches a 3D hologram of the shoe’s design story.

If you’re not sure where to begin, look at how your audience is already using AR. What lenses are they sharing? What experiences go viral? Build something similar, but make it yours.

AR isn’t just a fun add-on anymore. It’s expected. And when you deliver, Gen Z notices.

18. 34% of Gen Z students have used AR in a classroom setting

More than a third of Gen Z students have already experienced AR in school. That’s a sign that education is finally starting to meet students where they are — in the digital world. And the feedback has been clear: when used well, AR makes learning come alive.

Instead of reading about ancient Rome, students can walk through it. Instead of looking at diagrams of the human heart, they can explore one in 3D. AR doesn’t just explain — it shows. And for Gen Z, who grew up with visual content, that’s how they learn best.

For schools and educators, the takeaway is to lean into AR. If your lessons include complex ideas, spatial thinking, or anything hard to picture — AR can help. It also helps students with different learning styles. Visual learners, especially, thrive with interactive tools.

If you’re in EdTech, this is your chance to stand out. Build AR modules that integrate with existing curriculums. Offer teachers guides and training to make adoption easier. Make sure your app works on a variety of devices — not every school has the latest hardware.

If you’re a brand, don’t ignore this space. Partner with educational platforms to create sponsored lessons or tools. Help bring your industry into the classroom through AR — whether it’s science, fashion, food, or sports.

The classroom is changing. Gen Z is ready. And AR is making learning more exciting, more personal, and more effective.

19. 22% of teens report VR makes them feel more connected to others

For a generation that lives much of life online, feeling connected is everything. And for 22% of teens, VR helps create those deeper bonds. That may sound surprising at first — after all, isn’t VR isolating?

But in reality, it’s the opposite. VR can offer presence. It can simulate shared space, body language, and conversation in a way that chat and video can’t.

This sense of connection is especially strong in social VR platforms like Rec Room, VRChat, or Horizon Worlds.

Teens can meet up, explore, laugh, and build things together — all in one place. It’s not just gaming; it’s hanging out.

If you’re building community-based platforms or experiences, this is your call to build for VR too. Create shared spaces where people can talk, play, or collaborate. Focus on making avatars expressive and movement smooth. Let users customize how they look, talk, and move.

For brands, there’s a real opportunity to create VR spaces that aren’t about selling — they’re about belonging. Maybe it’s a music lounge. A creative studio. A pop-up park with mini-games.

These types of environments let teens form emotional connections not just with each other, but with your brand.

You can also use VR to host support groups, workshops, or club meetings. For many teens, especially those who feel isolated, this can be a lifeline.

Connection is powerful. VR just happens to be one of the newest — and most immersive — ways to create it.

Connection is powerful. VR just happens to be one of the newest — and most immersive — ways to create it.

20. 59% of Gen Z think AR will soon be used in everyday life

This stat tells us where the future is headed: AR isn’t just a cool tool — it’s becoming a daily habit. With 59% of Gen Z saying they expect AR to be part of regular life soon, we’re looking at a world where reality and augmented content blend all day long.

This means your brand, product, or service needs to think beyond short-term campaigns. What kind of AR experiences could support someone daily? Could your app help them get dressed, plan meals, decorate a room, or learn a skill — all through AR?

This stat also means utility is king. AR doesn’t always need to be flashy. Sometimes the most powerful tools are the simplest. Think about how your audience moves through their day. Where do they pause, wonder, or decide? That’s where AR can help.

If you sell skincare, maybe you build a tool that shows how to apply each product step by step. If you’re in tech, maybe you offer 3D repair instructions overlaid on the actual device. These are small tools, but they become a habit — and habits build loyalty.

Also, think about how AR can make physical products better. Packaging that comes to life. Business cards that turn into holograms. Store displays that unlock extra content. These everyday touches make your brand memorable.

Gen Z sees AR not as entertainment — but as infrastructure. Build it into your strategy now, so when their expectations grow, you’re already there.

21. 31% of teens say they would prefer AR-enhanced textbooks

This is a major signal to educators, publishers, and edtech developers: today’s teens don’t just want traditional learning tools — they want interactive, augmented ones.

When nearly a third say they’d prefer AR-enhanced textbooks, it shows a desire for more engaging, hands-on learning. They’re no longer satisfied with just reading; they want to explore, visualize, and experience concepts in action.

The old format of black-and-white pages and static diagrams isn’t keeping up with the digital world these students live in. AR brings those pages to life.

Imagine pointing a phone at a history book and seeing a historical event unfold in animation. Or scanning a biology diagram and watching the heart pump blood in real time. That’s what Gen Z is asking for — not entertainment, but enhancement.

If you’re a textbook publisher, it’s time to think about layered learning. Keep the core content, but build AR overlays for deeper engagement.

Add labels that pop out, animations that explain processes, or voice narration that guides students through complex topics. These tools work especially well for visual and kinesthetic learners.

If you’re a school or district making purchase decisions, look for educational materials that offer AR features. Not only do they increase engagement, but they can also improve comprehension and retention.

Even small AR additions — like 3D vocabulary flashcards or interactive timelines — can make a big difference in how students connect with content.

Gen Z is ready for learning to feel more like discovery. The tools exist — it’s time for educators and publishers to meet them there.

22. 45% of Gen Z believe VR improves mental health through escape or mindfulness apps

Nearly half of Gen Z believes that VR helps improve mental health. That’s a powerful insight.

For a generation that’s often overwhelmed by stress, anxiety, and social pressure, VR offers something unexpected — relief.

Whether it’s escaping to a peaceful virtual landscape, practicing guided breathing, or playing a calming game, VR is becoming a digital sanctuary.

This opens a big door for developers and wellness professionals. If you’re in mental health, mindfulness, or fitness, consider how your services can live inside VR. Maybe it’s a forest trail where users meditate.

A quiet ocean cove with guided journaling. Or a calming space where teens can just breathe and listen to music.

What’s important here is that the experience must feel safe and intuitive. No pressure, no judgment. Just quiet, private support. Teens don’t want to feel like they’re doing therapy. They want to feel like they’re taking a break — one that recharges them.

If you’re building for this space, work with therapists, mindfulness experts, and Gen Z users themselves. Understand their stress points and what they truly need. Keep the design minimal and comforting. Let users customize their environment and control the pace.

Also, keep privacy at the forefront. Don’t track sensitive data. Make it clear what’s stored and why. Trust is everything here.

Mental wellness is a serious issue for Gen Z, and VR is offering them a new kind of healing space. If you can provide tools that help them feel better — even for just 10 minutes — you’re offering more than content. You’re offering care.

23. 50% of Gen Z gamers say VR makes gameplay more exciting

Half of Gen Z gamers believe VR adds a whole new level to gaming. Not better graphics — better excitement. That means deeper immersion, more emotional impact, and a stronger sense of presence.

For game developers, this is a green light to build not just in 2D — but in 360.

This group doesn’t just want to sit and play. They want to move, explore, and feel like they’re inside the game. That changes how you design mechanics. They expect realistic motion, responsive environments, and stories that react to their choices.

If you’re a game studio, start thinking about how your titles can be adapted for VR.

Focus on physicality — how movement translates into gameplay. Think about haptic feedback, spatial sound, and character interaction. Every detail adds to the thrill.

You don’t have to build massive, open-world games. Many of the most popular VR titles are simple, well-executed experiences that get the core feeling right. Whether it’s rhythm, exploration, or puzzle-solving — if it feels great to play, they’ll come back.

For brands, there’s also space here. Could your product be part of a VR gaming experience? Could you sponsor a level, offer digital gear, or show up in a story-driven moment?

The more naturally you fit into the world, the more powerful the connection.

This is about giving Gen Z gamers what they crave: real excitement. The kind they don’t just see — but feel.

This is about giving Gen Z gamers what they crave: real excitement. The kind they don’t just see — but feel.

24. 28% of teens spend more than 1 hour per session in VR

When over a quarter of teens are spending more than an hour at a time in VR, it tells us something key: they’re not just trying it — they’re living in it. These are not quick glances.

They’re deep dives. Whether they’re gaming, socializing, or exploring new content, they’re fully immersed.

That changes how you approach content design. If your app or experience is made for VR, assume people will use it longer than they would on mobile or desktop. That means comfort, pacing, and depth are more important than ever.

Longer sessions also mean more opportunity. You can build layered experiences that unfold over time. Maybe a user starts in one space, completes a challenge, then moves to another.

Maybe they earn rewards the longer they stay engaged.

If you’re building for this audience, make sure the experience doesn’t feel repetitive. Use smart progression systems. Add surprises. Let users make choices that shape the environment.

Also, think about ergonomics. Teens need breaks, even in VR. Offer natural pauses or calm zones where they can reset. This helps prevent fatigue and keeps them coming back for more.

From a brand or marketing standpoint, longer session times mean longer exposure.

If your logo, music, or product is part of the experience, it has more time to make an impression. Just be subtle — teens don’t want to feel like they’re inside an ad.

Design for presence, not just play. If they’re already spending an hour with you, make it time well spent.

25. 19% of Gen Z have made a purchase inside a VR environment

This stat shows that virtual transactions aren’t just coming — they’re already happening. Nearly one in five Gen Z users has bought something inside a VR space.

That could be a digital outfit, a game upgrade, or even a real-world product they discovered during a virtual experience.

This means commerce is going beyond screens. It’s becoming spatial, immersive, and interactive. If you sell products — especially digital ones — VR could be your next storefront.

To tap into this, make it easy to explore and buy within the experience. If you’re hosting a VR event, offer exclusive items users can unlock or purchase on the spot.

If you’re building a game, think about upgrades, gear, or customization that adds value but doesn’t feel forced.

Also, build trust. VR purchases still feel new to many users, so make sure your payment system is smooth and secure. Display clear pricing, use familiar checkout tools, and be upfront about what users get.

If you’re in e-commerce, start exploring virtual showrooms. Let users browse shelves, pick up items, and learn through 3D demos. Add AR support to bridge the gap between VR and mobile — that way, users can preview items before buying.

Gen Z is ready to buy in new ways. If you can meet them inside the experience — instead of pulling them out of it — you’re ahead of the curve.

26. 30% of teens follow AR creators or lens designers on social platforms

This stat shows that AR isn’t just something Gen Z consumes — it’s something they celebrate. A full 30% of teens are following AR creators the same way they follow influencers, artists, or musicians.

That’s a major shift in how digital creativity is seen. AR lens designers are becoming the new storytellers, helping Gen Z express moods, trends, and identity in new ways.

For marketers and creators, this is your sign to start thinking of AR not just as a tech tool, but as content. If you can create lenses that people love, your brand becomes part of their self-expression.

You’re not interrupting their feed — you’re inside it, in the most personal way.

One of the best strategies here is to collaborate with popular AR creators. Just like you might hire an influencer to promote your product, you can now work with lens designers to craft something unique.

They know what works. They know how to make lenses that resonate, go viral, and feel natural to Gen Z.

If you’re a brand, you don’t need to create these lenses yourself. Partner with an artist and let them bring your campaign to life. Give them creative freedom. Let them remix your look, theme, or message into something their audience will love.

Also, consider showcasing the creators. Give them credit. Put them in the spotlight. That builds community — and shows you understand the culture.

In this world, AR isn’t just tech. It’s talent. And Gen Z is following the ones who know how to make it fun, fresh, and shareable.

In this world, AR isn’t just tech. It’s talent. And Gen Z is following the ones who know how to make it fun, fresh, and shareable.

27. 62% of Gen Z users say they’d prefer brands that offer AR previews of products

The modern shopper doesn’t want to guess. They want to see, test, and understand how a product fits into their life before they hit “buy.” And with 62% of Gen Z saying they prefer brands that offer AR previews, this is no longer a nice-to-have — it’s a must.

When users can point their phone at their room and see how a couch fits, or try on a watch virtually, they feel more confident. And confident shoppers convert better.

That means fewer abandoned carts, fewer returns, and stronger brand trust.

If you sell physical products, start by identifying your best-sellers or highest-margin items and adding AR previews to those. You don’t need to overhaul your entire catalog overnight. Use tools like WebAR so users don’t have to download an app. Make it fast, clean, and frictionless.

If your business is service-based, you can still use AR. Show off results, visualize outcomes, or help clients picture a transformation. The goal is the same: reduce friction, increase clarity.

Also, promote the AR feature. Highlight it in your product photos, in your social posts, even in-store if you have one. Use simple instructions: “See it in your space” or “Try it on now.”

AR previews don’t just help users understand your product. They help them feel like they already own it. That’s a powerful emotional hook — and one that drives real action.

28. 43% of Gen Z use AR to try on clothes or accessories virtually

AR is now the digital fitting room — and Gen Z is using it heavily. With 43% trying on clothes, shoes, or accessories through AR, the shopping experience has become visual, instant, and personal. They’re not just browsing.

They’re testing looks, exploring styles, and making decisions in real time.

This stat should get every fashion brand thinking about how to bring that experience to their audience. It’s not about flashy tech — it’s about solving a real problem. Gen Z wants to know if something fits their vibe before they commit. AR gives them that power.

If you’re in retail, start building try-on tools for your top categories. Let users turn on their camera, see the item on themselves, and swap between colors or styles. Make the interface intuitive — tap to try, swipe to change.

Even accessories like hats, glasses, and jewelry benefit from this. Small touches — like movement, lighting, and facial tracking — make it feel real and fun. The more natural it looks, the more likely it leads to a purchase.

You can also use AR try-ons in-store to reduce wait times. Customers can scan items and try them virtually, even while waiting for a fitting room. That blends physical and digital retail into a smoother experience.

Style is deeply personal to Gen Z — and they don’t want to guess how something will look. With AR, you give them answers. And that builds confidence, loyalty, and conversions.

29. 57% of teens feel more creative when using AR tools

More than half of teens say AR boosts their creativity. That tells us AR isn’t just a filter or gimmick — it’s a creative playground. It helps teens express themselves in new ways, invent characters, tell stories, and design their own reality.

This is big for education, content creation, and brand storytelling.

When you give teens tools to create — not just consume — they respond. They turn AR into their voice. And when your brand helps them do that, it becomes part of their identity.

If you’re building an AR tool or platform, focus on giving users options. Can they change colors, add stickers, remix music, or control animation? The more you let them customize, the more creative they’ll get.

You’re not building a finished experience — you’re giving them raw material to make something new.

Also, think about social sharing. Teens want to show off what they make. Make it easy to save, share, and even remix others’ creations. This fuels the cycle of creativity and keeps users coming back.

For brands, this is a chance to empower. Launch AR challenges where users design their own version of something. Offer prizes, features, or just recognition. Celebrate creativity — not perfection.

Creativity is the fuel of Gen Z. AR is the spark. And when you give them both, you’re not just reaching an audience — you’re building a movement.

30. 39% of Gen Z expect VR to be a part of their daily social interactions within the next 5 years

This final stat shows where the future of connection is headed. Nearly 40% of Gen Z already expect VR to be part of how they hang out, talk, and share time with others — every single day. Not just for gaming. Not just for special events. For life.

That means the future of social media, community, and even messaging is changing shape. Instead of posts and comments, we’ll see shared virtual rooms. Instead of scrolling feeds, we’ll walk through spaces. Instead of texting, we’ll talk to avatars face-to-face.

If you’re building digital communities, the time to prepare is now. Start thinking about what your platform or brand looks like in 3D. Can your users walk through a space you’ve designed? Can they host a meetup, co-create, or play together?

This isn’t about flashy experiences. It’s about real connection. Teens want places to be themselves — safely, privately, and with friends. VR gives them that, but it needs to be designed with care.

Focus on identity — let users choose how they look and feel. Focus on expression — let them dance, move, or draw. And focus on emotion — build moments they’ll remember.

For brands, this is a whole new channel. One where you can show up in meaningful ways — through events, co-creation, or shared spaces. But only if you start now.

Social VR isn’t science fiction. It’s the next feed, the next story, the next hangout. And Gen Z is already waiting there.

Social VR isn’t science fiction. It’s the next feed, the next story, the next hangout. And Gen Z is already waiting there.

wrapping it up

Teenagers and Gen Z are not just experimenting with AR and VR — they’re embracing these technologies as part of how they learn, connect, shop, play, and create.

These 30 stats show a clear direction: immersive tech is shaping the future of digital interaction. The question isn’t whether to engage with it — it’s how soon you can adapt.