AR in the everyday life – Are the new Meta Glasses the breakthrough?

23

September

2025

5/5 (1)

Augmented reality has been a buzzword for years. The technology enhances the real world with digital content that can be viewed via smartphones or special glasses. For example, the smartphone camera captures the surroundings, and virtual elements are integrated into the real image with the use of software. In this way, additional information or objects can be projected into the field of vision while the real environment remains visible (Kilic, 2025).

There are already many applications for AR, particularly in the gaming sector, which is why younger people in particular are familiar with the technology (Bitkom e.V., 2025). Like many others, I first came into contact with augmented reality through the game Pokémon Go, in which virtual characters could be caught in the real world. Games like this have significantly promoted the spread and popularity of the technology. Since all you need is a smartphone, access is also low-threshold and inexpensive (Rauschnabel et al., 2017).

However, the easy access via smartphones stands in strong contrast to AR glasses, which until now have often appeared bulky, expensive, and impractical for everyday use. One example that confirms this is the Apple Vision Pro. Due to its appearance, I would not feel comfortable wearing it outside of my own four walls and with a price of nearly 3,500 dollars, it’s far beyond my reach (Wegmann & Price, 2024).

This is precisely the gap that Meta is trying to close with its second generation of AR glasses, introduced in September 2026. The new Meta glasses look like normal sunglasses and integrate augmented reality functions that can be controlled via a newly developed wristband (Soni & Wang, 2025). I had hardly noticed the first generation, as it did not seem suitable for everyday use and appeared more like an unfinished prototype. The new version, on the other hand, offers significantly improved features and expanded applications (Ulanoff, 2025). It has a built-in display, navigation in the field of vision, real-time translation, a camera, and app integration. At the same time, Meta presented the Oakley Meta Vanguard, a model designed specifically for sports – including an action camera and interfaces to fitness apps. Technologically, both models represent a clear step forward: smaller, more discreet, and overall more mature than their predecessors (Soni & Wang, 2025).

These technical upgrades unlock a wide range of potential applications. For example, in navigation or tourism, they could replace the need to look at a smartphone and project information about buildings or historical backgrounds directly into the field of vision. For people with visual impairments, functions such as object recognition and text-to-speech offer valuable support. In sports, live data could be displayed without the need to hold an additional device in the hand. In professions such as skilled trades or logistics, step-by-step instructions could be displayed, making work processes noticeably easier.

Yet potential alone does not guarantee adoption. Despite these advances, it remains unclear whether the glasses will actually find their place in everyday life. So far, I personally haven’t seen anyone wearing them – perhaps because they have become much less noticeable. The features are interesting, but the fundamental question arises as to whether another device is really needed that can do less rather than more than a smartphone. For example, it is not possible to take selfies with the glasses. On top of that, the glasses and wristband cost around 800 dollars (Vanian, 2025). In my opinion, the price means that the product will remain a niche product for tech enthusiasts and early adopters.

What do you think, will glasses like these catch on? Are you among the early adopters, or are you waiting another generation or two?

References:

Bitkom e.V. (2025, 6. Januar). Immer mehr Deutsche nutzen Augmented Reality [Pressemeldung]. Abgerufen am 23. September 2025, von https://www.bitkom.org/Presse/Presseinformation/Immer-mehr-nutzen-Augmented-Reality

Kilic, A. (2025, 24. Januar). Was ist Augmented Reality? Netzpiloten Magazin. Abgerufen am 23. September 2025, von https://www.netzpiloten.de/was-ist-augmented-reality/

Rauschnabel, P. A., Rossmann, A. & Dieck, M. C. T. (2017). An adoption framework for mobile augmented reality games: The case of Pokémon Go. Computers in Human Behavior76, 276–286. https://doi.org/10.1016/j.chb.2017.07.030

Soni, A. & Wang, E. (2025, 18. September). Meta launches smart glasses with built-in display, reaching for „superintelligence“. Reuters. Abgerufen am 23. September 2025, von https://www.reuters.com/business/media-telecom/meta-launches-smart-glasses-with-built-in-display-reaching-superintelligence-2025-09-18/

Ulanoff, L. (2025, 18. September). Ray-Ban Meta Gen 2 AI glasses have more flair, battery life, and video power, and I think they look good on me. TechRadar. Abgerufen am 23. September 2025, von https://www.techradar.com/computing/virtual-reality-augmented-reality/ray-ban-meta-gen-2-ai-glasses-have-more-flair-battery-life-and-video-power-and-i-think-they-look-good-on-me

Vanian, J. (2025, 20. September). Hands-on with the Meta Ray-Ban Display glasses. CNBC. Abgerufen am 23. September 2025, von https://www.cnbc.com/2025/09/20/hands-on-with-the-meta-ray-ban-display-glasses.html

Wegmann, E. & Price, D. (2024, 27. Juni). Apple hat Schwierigkeiten, den Preis der Vision Pro zu senken. Macwelt. https://www.macwelt.de/article/2378787/apple-vision-pro-preisgestaltung.html

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