Social media impacts everything we see in the Western world; from the way we shop to how we meet potential dates. There is no longer a divide between online and offline.
Why read about a product? Why not actually touch and feel it? The user experience is about to enter the next frontier. Consumers will expect a far greater 'experience', and that will require the business community to consider how best to use VR.
Imagine a world where a young fan of a new band has the choice between buying a t-shirt, or a download, or a vinyl... or a share in a new band that could generate a return on investment and possibly a significant one...
Google Glass is an incredible product, it's proof that we have now reached the required level of technological skill to produce a truly wearable smart device. It's powerful, light, easy to use and features some great technological innovations including a bone-conducting microphone/headphone. It's also £1,000. Lets just take a moment to think that through.
There's been much debate in the press recently about whether Kickstarter crowd funding campaigns offer backers a raw deal. If the rewards offered: previews, back-stage passes, special commemorative t-shirts, and premier invitations are really adequate compensation for early investment in a speculative project...
The joke, if your head has been in a bucket the last few days, centres on Facebook's purchase of Oculus VR - a virtual reality start-up that, even though it has yet to release a single product, found itself bought for billions of dollars.
My biggest take away from the whole experience was that Toshiba Encore was a very powerful device, one that was capable of doing so much more than you would think a small tablet could do - and that is just scratching the surface!
The Consumer Electronics Show (better known as CES) is an ideal place to take the pulse of technology for the coming year. Last week's event in Las Vegas could have taken that pulse with a wrist-worn fitness monitor as wearable technology dominated proceedings.
Virtual reality seems to be able to increase the fear factor without even steeper drops, more loops and faster acceleration rates. Perhaps it is because virtual reality will always be a more private experience - like playing Dead Space in a dark room surrounded by pizza boxes.
The internet changed the game considerably, with vast amounts of adult films and images becoming easily and instantly accessible. Whether or not this is a good or bad thing is constantly debated, but one thing is very clear - it's not going away. So that really leaves one question - what's going to happen next?