The document discusses the potential for virtual reality (VR) and augmented reality (AR) to become the next major computing platform. It examines 9 potential use cases for VR/AR, including videogames, live events, video entertainment, healthcare, real estate, retail, education, engineering, and military. The author outlines three scenarios for hardware and software adoption over the next decade, with a base case estimate of a $80 billion VR/AR industry by 2025. Key drivers of early adoption are seen as videogames, real estate (viewing homes virtually), retail (interactive shopping), and healthcare (hands-free medical tools).