1. Brain Computer Interface
2. Livestreaming
2.1. Volumetric Livestreaming
3. "Future of Work"
3.1. Immersive Collaboration
3.2. Video Communication
3.3. Remote Training
3.4. Immersive Education
3.5. Telepresence
3.6. Telemedicine
3.7. Telesurgery
3.8. Digital Real Estate
4. Immersive Social Experiences
4.1. Immersive Music
4.2. Immersive Theater
4.3. LARPing
4.4. Virtual Travel
5. Community Platforms
5.1. Chat
5.2. Memes
6. VIrtual Worlds and Economies
6.1. Sandbox Worlds
6.1.1. Interoperable Worlds
6.2. Crypto Gaming
6.2.1. Non Fungible Tokens (NFTs)
6.2.1.1. Smart Contracts
6.2.1.1.1. Decentralized Applications
6.2.1.1.2. Oracles
6.2.1.1.3. Distributed Autonomous Organizations
6.2.1.1.4. Blockchain
6.2.1.2. Crypto Art
6.2.1.2.1. Generative Art
6.2.2. Collectibles-First Gaming Company
6.2.3. Play-to-Earn
6.2.3.1. Play-to-Earn Guilds
7. Digitized Tabletop
8. Virtual Reality
8.1. Augmented Reality
8.1.1. Location-Aware Apps
8.1.1.1. Geospatial Computing
8.1.1.1.1. Orbital Aerospace
8.1.1.2. Interior Mapping
8.1.2. Smartglasses
8.1.2.1. Smart Contacts
8.1.2.2. Light Field Technology
8.1.3. Mixed Reality
8.1.3.1. Projection Mapping
8.1.3.2. Volumetric Display
8.1.3.2.1. Holographics
8.2. Haptics
8.3. Eye Tracking
9. 3D Engines
9.1. GPUs
9.1.1. Semiconductors
9.1.1.1. MEMs
9.1.1.1.1. Internet of Things
9.1.1.2. 5G, 6G
9.1.2. AI
9.1.2.1. Image Recognition
9.1.2.2. Speech Recognition
9.1.2.3. Natural Language
9.1.2.3.1. AI Generated Code & Content
9.1.2.3.2. VIrtual Beings
9.1.2.4. AdTech
9.1.2.5. Gesture Recognition
9.1.3. Shader Graphs
9.1.4. Ray Tracing
9.2. Physics Engines
9.3. Avatar Systems
10. Creator Platforms
10.1. Creator Economy
10.1.1. Open Source
10.1.2. Open Platforms
10.1.2.1. WASM
10.1.2.2. WebXR
10.1.2.3. OpenXR
10.2. Cloud-Based Infrastructure
10.2.1. VOIP
10.2.2. Edge Compute
10.2.3. eCommerce
10.2.4. Identity Systems
10.2.5. Data Store
10.2.6. Containerization
10.2.7. Orchestration
10.2.8. MVC Frameworks
10.2.9. Security
10.2.10. Real-Time Servers
10.3. No Code/Low Code
11. Mobile Games
11.1. Mobile Computing
11.1.1. 5G, 6G
11.1.2. Wearables
11.1.2.1. Quantified Self
11.1.2.1.1. Immersive Fitness
11.1.2.2. 3D Printed Wearables
11.1.3. Social Media