Virtual Reality Social Platforms

The 'myVR' Platform Serves as a Personal Hub for VR Users

Using interactive, customizable “rooms” as their personal hubs, myVR users can easily discover, save, stream and share online content including news articles, music and videos. This content is organized across 21 targeted interest feeds such as travel, sports, DIY and food, all of which are also fully customizable.

Available for free for Google Cardboard, myVR will give users a unique experience in virtual reality by allowing them to follow anyone else using the app, visit each other’s virtual rooms and hold group voice chats all while browsing the web, watching videos, reading articles or listening to music together.

myVR will bring everything people love to do online into a realistic, fun and social virtual reality world, taking advantage of the platform’s voice and motion recognition technology to make finding and sharing the most interesting content easier and more intuitive than ever.

Customizable Virtual Reality Hubs
The trend of interactive, customizable virtual reality hubs like myVR allows users to create personalized virtual spaces for discovering and sharing online content.
Social Virtual Reality Experiences
The trend of social virtual reality platforms like myVR offers users the ability to interact and engage with others in virtual spaces, creating a more immersive and social experience.
Integration of Voice and Motion Recognition in VR
The trend of integrating voice and motion recognition technology in virtual reality platforms like myVR enhances user interaction and navigation, making the experience more intuitive and user-friendly.

Sectors Adopting This

Virtual Reality
The virtual reality industry can leverage the myVR platform to provide users with unique and customizable virtual experiences.
Social Media
The social media industry can explore opportunities to create virtual reality platforms that enhance social interaction and engagement.
Technology
The technology industry can capitalize on the integration of voice and motion recognition in virtual reality platforms to create innovative and user-friendly experiences.
SCORE
2.4 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 22%
Activity 42%
Freshness 8%

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