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Home » Technology

Virtual Reality Statistics 2026: Market Size, Users and Data

Published on: May 2026 • Last Updated: September 22, 2026
Sofia Ramirez
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Sofia Ramirez is a technology and cybersecurity writer at SQ Magazine. With a keen eye on emerging threats and innovations, she helps reader...
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This report has been updated 3 times. Last updated on September 22, 2026

  • Sep 2026: Replaced every 2024 and 2025 market figure with IDC's Q1 2026 tracker data, including display-less smart glasses at 167% year-over-year growth and Meta at 69.2% vendor share.
  • Sep 2026: Rebuilt the Meta financial section on Meta's own second-quarter 2026 earnings release, showing Reality Labs revenue of $431 million against an operating loss of $4,619 million.
  • Sep 2026: Added a SteamVR install-base section from Valve's August 2026 hardware survey, where Quest 2 leads at 26.97%, replacing the prior estimate-based ownership figures.
  • Sep 2026: Removed all claims sourced to market-research aggregators and re-captured every source from IDC, Valve, Meta's SEC filing and PwC.
  • Sep 2026: Added 2029 category forecasts covering mixed reality at 15.2 million units, extended reality glasses at 8.6 million and augmented reality at 457,000.
  • Sep 2026: Dropped the previous PlayStation VR2 unit-shipment figure, which no primary source publishes, and replaced it with its measured 2.24% SteamVR share.

Worldwide XR device shipments grew 41.6% in 2025 to 14.5 million units. Almost none of that growth came from virtual reality headsets. IDC expected mixed and virtual reality headset shipments to decline 42.8% in 2025, while the rest of the XR market grew 211.2%.

Meta sits at the center of both halves of that split. It held 69.2% of the smart glasses and display-equipped eyewear market in Q1 2026, while its own VR division absorbed an operating loss of $4,619 million in the second quarter of 2026. The figures below separate the headset market from the eyewear market now carrying it.

Key Takeaways

  • XR device shipments rose 41.6% in 2025 to 14.5 million units, while mixed and virtual reality headsets alone were set to fall 42.8%.
  • Meta held 69.2% of the combined smart glasses and ARVR eyewear market in Q1 2026.
  • Reality Labs generated $431 million in revenue in Q2 2026 against an operating loss of $4,619 million.
  • Meta Quest 2 led Steam-connected headsets at 26.97% in August 2026, ahead of Quest 3 at 26.01%.
  • Spending on AR/VR apps, services and related technologies rose 19.7% in 2025 to nearly $12 billion worldwide.
  • Mixed reality shipments are projected to reach 15.2 million units by 2029, up from 3.3 million in 2025.
  • Meta removed the Horizon Worlds app from Quest after June 15, 2026, ending Worlds availability in VR.

Editor’s Choice

  • Display-less smart glasses shipments jumped 167% year over year in Q1 2026, reaching approximately 2.25 million units in a single quarter.
  • Eyewear with displays grew 86% year over year in Q1 2026.
  • Reality Labs’ operating loss reached $8,647 million across the first six months of 2026.
  • Meta captured 50.8% of the AR/VR headset market in Q1 2025, up from 36.2% a year earlier.
  • Valve’s Index held 11.07% of Steam-connected headsets in August 2026, against 2.24% for Sony’s PS VR2.
  • PwC found VR trainees were up to 275% more confident to act on what they learned after training.
  • IDC expects AR/VR hardware volumes to reach 43.1 million units in 2029.

Global XR And VR Device Shipments

Headline volume figures diverge depending on which IDC tracker you read, because the trackers overlap. The combined XR view counts headsets and glasses together, and that is the view showing growth.

  • XR device shipments, headsets and glasses combined, grew 41.6% in 2025 to 14.5 million units.
  • AR/VR headsets plus display-less smart glasses were expected to grow 39.2% in 2025, with volumes reaching 14.3 million units.
  • Mixed reality shipments stood at 3.3 million units in 2025, with extended reality glasses at 2.2 million.
  • Display-less smart glasses shipped approximately 2.25 million units in Q1 2026 alone.
CategoryShipments (million units)Period
XR devices, headsets and glasses14.5Full-year 2025
AR/VR headsets plus display-less smart glasses14.3Full-year 2025
Mixed reality headsets3.3Full-year 2025
Display-less smart glasses2.25Q1 2026
Extended reality glasses2.2Full-year 2025

Source: IDC Worldwide Quarterly AR/VR Headset Tracker and Worldwide Quarterly Wearable Device Tracker, 2025-2026

By the numbers: One quarter of display-less smart glasses shipments equals 15.5% of the entire XR device volume recorded across all of 2025. That single ratio is the cleanest summary of the category’s shift. A form factor with no display and no controllers now ships in a single quarter at a pace the entire XR category needed a full year to reach.

The glasses line is the one worth holding onto. Shipment data for AR technology shows the same eyewear-led direction across the wider category.

Vendor Market Share Across XR And Smart Glasses

Meta’s lead in the combined eyewear market is not a narrow one. IDC put the company at 69.2% market share in Q1 2026, built on its Ray-Ban partnership with EssilorLuxottica, with the rest of the field fragmented well below it.

  • RayNeo took 3.4% share on lower-cost display glasses, with Xiaomi at 3.1% driven primarily by China shipments.
  • Viture ranked fourth at 2.5% share after expanding into US retail, and XREAL rounded out the top five at 2.0%.
  • The long tail of Chinese and global brands accounted for 19.8% collectively.
Q1 2026 SHARE (%) · Source: IDC Worldwide Quarterly Wearable Device Tracker and AR/VR Headset Tracker, Q1 2026 Q1 2026 SHARE (%) · SQ MAGAZINE ANALYSIS Vendor IDC · Q1 2026 69.2% META Meta 69.2% Others 19.8% RayNeo 3.4% Xiaomi 3.1% Viture 2.5% XREAL 2.0% SOURCE IDC Worldwide Quarterly Wearable Device Tracker and AR/VR Headset Tracker, Q1 2026

A share that size in a category this young is a head start rather than a moat. The open question is how long one vendor can set a category’s product expectations alone.

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Recent Developments

  • July 29, 2026: Meta reported Reality Labs revenue of $431 million and an operating loss of $4,619 million for the quarter ended June 30, 2026.
  • August 2026: Valve’s monthly survey put Meta Quest 2 at 26.97% of Steam-connected headsets and Quest 3 at 26.01%.
  • June 15, 2026: IDC reported display-less smart glasses up 167% year over year in Q1 2026 and eyewear with displays up 86%.
  • June 15, 2026: Meta ended Horizon Worlds availability in VR, and the Horizon Worlds app was removed from Quest after that date.
  • March 31, 2026: Meta withdrew Horizon-specific Meta Horizon Plus perks, including Meta Credits, digital clothing and avatars, from the subscription.
  • 2026: Meta told developers it had separated the Quest VR platform from the Worlds platform and right-sized its Reality Labs investment.

Meta Reality Labs Revenue And Operating Losses

Reality Labs is the only place in public accounts where the cost of building this market is itemized, and its lines show revenue rising while losses hold near record levels. Revenue for Meta’s hardware segment came in at $431 million, against $370 million in the same quarter of 2025.

  • The segment’s Q2 operating loss widened to $4,619 million from $4,530 million a year earlier.
  • Across the first six months of 2026, the loss totaled $8,647 million, against $8,739 million in the prior-year period, which makes the half-year loss $92 million narrower.
  • Segment revenue grew 16.5% year over year, yet Reality Labs still contributed only 0.7% of Meta’s total quarterly revenue.
  • Backing the Q2 figure out of the half-year total puts the Q1 2026 operating loss at $4,028 million.
Segment line ($ million)Q2 2025Q2 2026
Total revenue47,51660,801
Family of Apps revenue47,14660,370
Reality Labs revenue370431
Reality Labs operating loss4,5304,619
Total income from operations20,44118,775

Source: Meta Platforms second-quarter 2026 earnings release, July 2026

Source: Meta Platforms second-quarter 2026 earnings release, July 2026 SQ MAGAZINE SNAPSHOT Reality Labs operating loss, first half of 2026 ($ million) Meta Platforms · 2026 8,647 SOURCE Meta Platforms second-quarter 2026 earnings release, July 2026

The composition of that revenue line matters more than its size. A segment whose sales rise while headset shipments slide across the market has already redirected its spending.

SteamVR Headset Share By Device

Valve’s monthly hardware survey is the only public measurement of which headsets are actually connected and in use rather than merely sold, and it runs on a different basis from any shipment tracker. Participation is optional and anonymous, covering headsets connected to Steam during the survey month across Windows, Mac and Linux.

  • Meta Quest 2 led at 26.97% in August 2026, with Quest 3 at 26.01% and Quest 3S at 11.50%.
  • Valve’s own Index held 11.07%, ahead of Pico 4 at 4.48% and Oculus Rift S at 3.39%.
  • HTC Vive sat at 2.39%, Sony PS VR2 at 2.24% and Windows Mixed Reality at 2.08%.
  • Headsets outside the named list accounted for 9.87% of the total.
AUGUST 2026 SHARE (%) · Source: Valve Steam Hardware and Software Survey, August 2026 AUGUST 2026 SHARE (%) · SQ MAGAZINE ANALYSIS Headset by August 2026 share (%) Valve Steam · 2026 Meta Quest 2 26.97 Meta Quest 3 26.01 Meta Quest 3S 11.50 Valve Index HMD 11.07 Pico 4 4.48 Oculus Rift S 3.39 HTC Vive 2.39 Sony PS VR2 2.24 0 6 12 18 24 30 SOURCE Valve Steam Hardware and Software Survey, August 2026

Why it matters: Meta’s Quest and Oculus devices together hold 67.87% of Steam-connected headsets, roughly 6.1 times the share of Valve’s own Index. A PC VR developer therefore builds for one vendor’s tracking, controllers and runtime, and the platform risk that follows never appears in a shipment table.

Meta’s Quest Family Concentration On SteamVR

Quest and Oculus devices occupy most of the named rows in Valve’s survey. The combined Quest 2, Quest 3, Quest 3S and Rift S share comes to 67.87% of Steam-connected headsets.

  • Valve’s Index at 11.07% still holds 4.9 times the share of Sony’s PS VR2.
  • Every non-Meta-named headset combined, from Index down through Windows Mixed Reality, reaches 22.26%.

Concentration at that level is a content-economics problem before it is a competition problem. The same dynamic on fixed hardware appears in console market share statistics, where concentration shapes which titles get made. The PC side of that comparison rests on discrete graphics supply, a market whose scale is visible in Nvidia workforce data.

AR/VR Headset Share Before The Glasses Shift

The headset-only market looked materially different a year earlier, before display-less glasses were folded into the headline numbers. IDC’s Q1 2025 cut recorded the global AR/VR headset market growing 18.1% year over year, led by Meta at 50.8%.

  • Meta’s headset share climbed to 50.8% in Q1 2025 from 36.2% a year earlier, on 65.9% unit growth.
  • XREAL took second at 12.1%, with ByteDance at 9.4%, Viture at 6.2% and TCL at 4.2%.
  • Three of the top five vendors specialized in optical see-through glasses, collectively capturing 22.5% of the market for the first time.
  • Sony and Apple were absent from the top rankings that quarter, as channels maintained healthy inventory of their products.
Q1 2025 SHARE (%) · Source: IDC Worldwide Quarterly AR/VR Headset Tracker, June 2025 Q1 2025 SHARE (%) · SQ MAGAZINE ANALYSIS Vendor by Q1 2025 share (%) IDC · 2025 60 45 30 15 0 50.8 Meta 17.3 Others 12.1 XREAL 9.4 ByteDance 6.2 Viture 4.2 TCL SOURCE IDC Worldwide Quarterly AR/VR Headset Tracker, June 2025

XR Category Forecasts Through 2029

IDC splits its long-range forecast into separate device classes, and mixed reality is the class absorbing the VR headset makers who pivoted.

  • Mixed reality shipments are projected to grow from 3.3 million units in 2025 to over 15.2 million units by 2029.
  • Extended reality glasses are expected to rise from 2.2 million to 8.6 million units over the same period.
  • Augmented reality will see steadier growth, reaching 457,000 units by 2029.
  • On the wider tracker that includes display-less glasses, hardware volumes reach 43.1 million in 2029 at a 31.8% compound annual growth rate.
2029 SHIPMENTS (MILLION UNITS) · Source: IDC Worldwide Quarterly AR/VR Headset Tracker, June 2025 2029 SHIPMENTS (MILLION UNITS) · SQ MAGAZINE ANALYSIS Category by 2029 shipments (million units) IDC · 2025 16 12 8 4 0 15.2 Mixed reality 8.6 Extended reality glasses 0.457 Augmented reality SOURCE IDC Worldwide Quarterly AR/VR Headset Tracker, June 2025

IDC’s own framing of the rebound is worth repeating: MR/VR headsets are projected to rebound in 2026 with the launch of new devices, though their appeal will remain largely limited to gamers and businesses focused on design, training and collaboration.

Growth Rates By XR Category In 2025

Year-over-year change is where the split between headsets and glasses becomes unambiguous. One category contracted while every other line grew, the glasses-led lines by triple digits and the blended XR totals by double.

  • Mixed and virtual reality headset shipments were expected to decline 42.8% in 2025, while the rest of the XR market grew 211.2%.
  • Display-less smart glasses grew 247.5% during 2025, driven by smart glasses such as Meta’s Ray-Bans.
  • XR glasses are forecast to grow at a 29.3% compound annual growth rate from 2025 to 2029.
Category2025 shipment change (%)
Display-less smart glasses247.5
XR market excluding MR and VR headsets211.2
XR devices overall41.6
AR/VR headsets plus smart glasses combined39.2
Mixed and virtual reality headsets-42.8

Source: IDC Worldwide Quarterly AR/VR Headset Tracker and Wearable Device Tracker, 2025

IDC’s earlier read pointed the other way. In June 2025, the firm expected a strong rebound in 2026 with 87% growth, ultimately surpassing the pandemic-era peak of 11.2 million units. Six months later, the same tracker described a glasses-led market and a headset category in retreat, which is a useful reminder that the forecast line in any XR model moves faster than the installed hardware does.

VR Software And Services Spending

Content spending points to gaming as the dominant use of VR headsets. IDC put spending on apps, services and related technologies up 19.7% in 2025, to nearly $12 billion worldwide.

  • Top-grossing titles in the first half of 2025 were Animal Company, Beat Saber and Gorilla Tag.
  • Measured by hours of use rather than revenue, YouTube led the pack.
Spending or volume lineFigurePeriod
AR/VR apps, services and related technologiesnearly $12 billionFull-year 2025
Growth in that spending19.7%Full-year 2025
AR/VR hardware volumes43.1 million units2029 forecast
Hardware compound annual growth rate31.8%2025-2029
XR glasses compound annual growth rate29.3%2025-2029

Source: IDC Worldwide Quarterly AR/VR Headset Tracker and Wearable Device Tracker, 2025-2029

That top-grossing list also explains the headset market’s ceiling: the highest-earning titles are social games, and the device most people reach for a social game is a phone. The same pattern shapes the hardware mix documented in PlayStation statistics.

VR In Corporate Training

Enterprise training is the non-gaming use case with the most published efficacy data behind it, though the strongest numbers predate the current hardware generation. PwC’s VR Soft Skills Training Efficacy Study compared classroom, e-learning and VR delivery of the same soft-skills course.

  • Employees in VR courses could be trained up to four times faster, with two hours of classroom content possibly learned in only 30 minutes.
  • Learners trained with VR were up to 275% more confident to act on what they learned, a 40% improvement over classroom and 35% over e-learning.
  • V-learners felt 3.75 times more emotionally connected to the content than classroom learners and 2.3 times more connected than e-learners.
  • VR-trained employees were up to four times more focused during training than their e-learning peers and 1.5 times more focused than classroom colleagues.
MULTIPLE VS COMPARISON GROUP · Source: PwC VR Soft Skills Training Efficacy Study, 2020 MULTIPLE VS COMPARISON GROUP · SQ MAGAZINE ANALYSIS VR learner advantage by Multiple vs comparison group PwC VR · 2020 Training speed vs classroom 4 Focus vs e-learning 4 Emotional connection vs classroom 3.75 Training speed vs classroom, adjusted for headset setup 3 Emotional connection vs e-learning 2.3 Focus vs classroom 1.5 0 0.8 1.6 2.4 3.2 4 SOURCE PwC VR Soft Skills Training Efficacy Study, 2020

The focus finding is the one that travels furthest, because a headset removes the multitasking surface entirely. That makes it a blunt instrument against the attention patterns documented in social media attention span statistics. PwC’s adoption figure gives the demand side: its 2022 US Metaverse Survey found 51% of companies either integrating VR into strategy or already running it in at least one dedicated line of business, on a base of 1,004.

Both figures carry their age on their face, and they remain the best-documented numbers available. The adjacent question of which skills get retrained at all is covered in AI job loss statistics, and the same simulation-training argument recurs in healthcare.

Why Meta’s Share Reads Differently In Every Tracker

Meta’s market share appears as several different numbers across IDC publications, and the difference is scope rather than momentum. Each figure counts a different set of devices, so they do not form a trend line.

  • Q1 2025 headsets only put Meta at 50.8%.
  • Q2 2025 headsets plus display-less smart glasses put Meta at 60.6%.
  • Q3 2025 XR devices, headsets and glasses combined, put Meta at 75.7% with its combined Quest and Ray-Ban lineup.
  • Q1 2026 smart glasses plus display-equipped eyewear put Meta at 69.2%.
PeriodMeta shareIDC tracker scope
Q1 202550.8%AR/VR headsets only
Q2 202560.6%AR/VR headsets plus display-less smart glasses
Q3 202575.7%XR devices, headsets and glasses combined
Q1 202669.2%Smart glasses plus ARVR eyewear with displays

Source: IDC Worldwide Quarterly AR/VR Headset Tracker and Worldwide Quarterly Wearable Device Tracker, 2025-2026

Stacking those four figures into one growth chart would report a definition change as a market move. Meta leads every cut of this market, and the cuts are not comparable to each other.

What Meta’s Platform Split Means For VR Content

Meta restructured its VR software strategy, and the change is documented on its own developer channel rather than inferred from shipments. The company said it was explicitly separating the Quest VR platform from the Worlds platform, doubling down on the VR developer ecosystem while shifting the focus of Worlds to be almost exclusively mobile.

  • Meta acknowledged that the VR industry had not grown as much or as quickly as hoped, while stating it is still growing.
  • The company said it had right-sized its Reality Labs investment and retains a roadmap of future VR headsets tailored to different audience segments.
  • Horizon Worlds and Events stopped appearing in the Quest store by March 31, 2026, with the Horizon Worlds app removed from Quest after June 15, 2026.
  • Hyperscape capture viewing moved out of Horizon Worlds by March 24, 2026.

Read against the segment accounts, the split is a cost decision described as a focus decision. Moving the social layer to phones leaves Quest as what the content spending already showed it to be.

Is the VR headset market shrinking?

The headset category is shrinking as a standalone segment while the wider XR market it belongs to grows. IDC expected mixed and virtual reality headset shipments to fall 42.8% in 2025 while the rest of the XR market grew 211.2%, and a separate IDC tracker forecast a 12% decline in total AR/VR headset shipments in 2025 on delayed product launches, before mixed and extended reality drive long-term expansion.

The nuance is that most of those headsets are being reclassified rather than abandoned. Mixed reality, the class most current headsets now fall into, is projected to grow to over 15.2 million units by 2029 from 3.3 million in 2025. The label is retreating faster than the hardware.

Which VR headset has the largest install base on Steam?

Meta Quest 2 has the largest measured share of Steam-connected headsets, at 26.97% in August 2026, with Quest 3 close behind at 26.01%. Valve’s survey covers headsets connected during the survey month, so it measures active use rather than cumulative sales, and no public source publishes cumulative install-base figures for these devices.

Across the whole named list, the Quest and Oculus family reaches 67.87%. Valve’s own Index remains the highest-placed non-Meta headset at 11.07%.

Conclusion

The defining figure for 2026 is the gap between two growth rates from the same tracker: XR devices up 41.6% in 2025 to 14.5 million units against mixed and virtual reality headsets down 42.8%. Meta funds both sides of that gap, absorbing an operating loss of $4,619 million in Q2 2026 on $431 million of Reality Labs revenue while holding 69.2% of the eyewear market in Q1 2026. On the install-base side, Valve’s August 2026 survey still shows Quest 2 leading Steam-connected headsets at 26.97%.

Neither headline usually written from this data holds. VR is not dead, because content spending rose and the mixed reality forecasts climb; and VR is not rebounding, because the growth sits in a glasses category most VR software cannot run on. Read the headset numbers and the eyewear numbers as two markets sharing one tracker.

This article has been reviewed and fact-checked by Barry Elad. SQ Magazine follows strict Publishing Principles and a documented Fact-Check Policy to ensure accuracy, transparency, and editorial independence across all content. Our statistics are verified using a documented Research Process.

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References

  • Meta Platforms: Meta Reports Second Quarter 2026 Results
  • Steam: Hardware & Software Survey - VR Headsets
  • IDC: Global XR Shipments Rebound Behind Glasses-First Momentum, IDC Reports
  • IDC: AR/VR Market Rebounds with 18.1% Growth in Latest Quarter; Mixed and Extended Reality to Drive Long-Term Expansion
  • IDC: From Gaming to Gaining - AR/VR Headsets and Smart Glasses Go Mainstream
  • IDC: Smart Glasses Surge - The XR Market Is Rewriting Its Own Rules
  • PwC: What Does Virtual Reality and the Metaverse Mean for Training?
  • Meta Horizon Developer Blog: Our Renewed Focus in 2026
  • Meta Community Forums: Updates to Your Meta Quest Experience in 2026
Sofia Ramirez

Sofia Ramirez

Senior Tech Writer


Sofia Ramirez is a technology and cybersecurity writer at SQ Magazine. With a keen eye on emerging threats and innovations, she helps readers stay informed and secure in today’s fast-changing tech landscape. Passionate about making cybersecurity accessible, Sofia blends research-driven analysis with straightforward explanations; so whether you’re a tech professional or a curious reader, her work ensures you’re always one step ahead in the digital world.

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Table of Contents

  • Key Takeaways
  • Editor’s Choice
  • Global XR And VR Device Shipments
  • Vendor Market Share Across XR And Smart Glasses
  • Recent Developments
  • Meta Reality Labs Revenue And Operating Losses
  • SteamVR Headset Share By Device
  • Meta’s Quest Family Concentration On SteamVR
  • AR/VR Headset Share Before The Glasses Shift
  • XR Category Forecasts Through 2029
  • Growth Rates By XR Category In 2025
  • VR Software And Services Spending
  • VR In Corporate Training
  • Why Meta’s Share Reads Differently In Every Tracker
  • What Meta’s Platform Split Means For VR Content
  • Is the VR headset market shrinking?
  • Which VR headset has the largest install base on Steam?
  • Conclusion

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Google Opens SynthID Detector to Public for AI Media Checks
Nano Banana 2 1 Launched Ai Search
Nano Banana 2.1 Lands in Google Search With Big Upgrades
Amazon Strands Deciders 2b Ai Model Jev Killer
Amazon’s Strands Decider 2B Model Targets Faster AI Agents
Gemini 4 Argon Launch
Gemini 4 Argon Launched by Google With Cybersecurity Features
Meta Dispute Muse Private Message Read Claim
Meta Disputes Claim Muse AI Read Private Messages
Openai Dots Gpt 6 1 Sol Launched
OpenAI Launches Dots Agents and GPT-6.1 Sol at DevDay 2026
Cybersecurity
Ricardo Data Breach Exposed And Fixed
Ricardo Fixes Critical Flaw After 890,000 Accounts Exposed
Vmware Virtual Machine Flaw Poc Exposed
VMware Security Alert: Critical VM Escape Flaw Exposed
Tensorlake Npm Attack Exposed
Tensorlake npm Package Hit by Dangerous Malware Worm
Asos Data Breach Confirmed By Company
ASOS Hack Warning: Customers Urged to Watch for Phishing
Libreoffice Java Malicious Spreadsheets Flaw Patch
LibreOffice Fixes Silent RCE Vulnerability, OpenOffice Still Exposed
Gmo And Mrmax Data Breach
GMO Research & AI Breach Hits 948,500 infoQ Members
Technology
Amazon Tablet With Android Launched
Amazon Debuts Ultra-Thin Alexa Tablet 12 Pro at $499
Apple Autumn Launch Surprise
Apple Eyes Surprise Late-October Launch for New Macs
Microsoft Windows Deployment Service Deprecation
Microsoft Will Deprecate Windows Deployment Services After Server 2025
Youtube Custom Feeds With Gemini Ai
YouTube’s AI Feed Builder Changes Video Discovery
Iphone 18 Pro Face Id Bug Reboot Crash
New iPhone 18 Pro Bug Makes Face ID Crash and Reboot
Googlebook With Gemini Ai Launched
Googlebook’s Bold Laptop Launch Starts at $899 in the US
Internet
Microsoft 365 Family Sharing Storage Cuts
Microsoft 365 Family Faces Massive OneDrive Storage Cut
Meta Launched Meta One Subscription
Meta One Bundles Instagram, Facebook, WhatsApp Into One AI Subscription
Apple Wallet Ids Launch In Oklahoma
Apple Wallet IDs Launch in Oklahoma in Major Expansion
Meta to Pay 18 Billion in Landmark Teen Safety Deal
Meta to Pay $18 Billion in Landmark Teen Safety Deal
Whatsapp Brings Passkeys 2fa
WhatsApp Hits 1 Billion Passkey Users, Adds 2FA Passwords
Apple Eu App Store Fee Reduction
Apple Sets New EU App Store Fees, Effective October 1
Cryptocurrency
Sonic Labs Launch Ussd Stablecoin
Sonic Launches USSD Stablecoin Backed by US Treasuries
Bhutan Moves 12m In Bitcoins
Bhutan Moves $12 Million in Bitcoin from Primary Wallets
Curve Finance Accuses Pancakeswap For Code Stealing
Curve Accuses PancakeSwap of Copying StableSwap Code
Strike Receives Bitlicense In New York
Strike Gets New York BitLicense for Bitcoin Financial Services
Scotiabank Multi Crypto Etf 3iqlogos
Scotiabank Launches Multi Crypto ETF With 3iQ in Canada
Nyse Parent Invests In Okx Crypto Exchange
ICE Invests in OKX to Bridge Crypto and Traditional Finance
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