We have been taught since childhood that GDP growth is synonymous with progress and improved living standards. The more a country produces, the wealthier it is. But is this indicator so unambiguous? What if GDP's main flaw is its blindness to the real quality and accessibility of services? And what if a new technology, like Virtual Reality (VR), is poised to expose this paradox, showing that a society's true wealth can grow even as its primary financial measure shrinks?
GDP: A Money Counter, Not a Measure of Well-being
Gross Domestic Product is, essentially, a giant cash register. It sums up the monetary value of all final goods and services produced in a year. But this approach has fundamental flaws:
It counts money, not utility. A costly surgery, a 10-kilometer traffic jam, or disaster relief after a hurricane—all increase GDP because money is spent on them. Yet it's difficult to call these phenomena a boon to society.
It ignores quality. GDP records that you purchased education or a medical consultation, but it is indifferent to whether it was effective, in-depth, and led to a real improvement in your knowledge or health.
It overlooks "free" goods. Self-education via YouTube, a neighbor's help, or a walk in the forest have no monetary value and thus do not exist for GDP.
Simply put, GDP is a measure of economic activity, not economic efficiency or well-being. And this is where Virtual Reality steps onto the stage to fundamentally change the rules of the game.
The VR Revolution: Less Money, More Value
VR (and its sibling technology AR—Augmented Reality) doesn't just add a new digital sector to the economy. It fundamentally transforms existing ones, making them radically more efficient. Let's consider three key areas.
1. Business and Logistics: The Era of "Immaterial Efficiency"
Remote Meetings and Collaboration. Instead of expensive business trips with flights, hotels, and CO₂ emissions, employees meet in virtual offices where they can interact with 3D product models as if they were right in front of them. Money previously spent on transport and accommodation now stays within the company. For GDP, this is a minus. For business and the environment—a huge plus.
Design and Engineering. A car or a building can be designed, "built," and tested in VR, saving millions on physical prototypes and materials. The cost of error drops to zero. The number of iterations and the quality of the final product increase, while their monetary expression in GDP decreases.
2. Education: From the Assembly Line to Immersion
Access to the Best Teachers. A student from a provincial school can put on VR glasses and find themselves in a lesson with a leading Oxford professor or perform a virtual frog dissection with a class from the other side of the world. The quality of education soars, while its cost plummets, as there's no need to build new lecture halls or physically move people.
Learning by Experience. Instead of reading a textbook about Ancient Rome, students can walk its streets. Instead of a flight simulator, they can practice complex maneuvers in conditions indistinguishable from reality. The quality of knowledge retention and the volume of educational services provided grow exponentially, but their monetary measurement might be less than the cost of a fleet of outdated physical simulators.
3. The Service Sector: Dematerialization and Personalization
Tourism. You can "visit" Machu Picchu or the Louvre without leaving your home. This won't completely replace real travel, but it will make world cultural heritage accessible to millions who could never afford a physical trip. The number of "visitation services" grows, while the monetary turnover in the mass tourism segment declines.
Retail and Real Estate. You can try on hundreds of outfits in a virtual fitting room or furnish your future apartment, seeing how the furniture looks in real scale. This reduces returns, logistics costs, and the need for massive retail spaces. The utility and efficiency of the service increase, while its contribution to GDP (rent for premises, logistics) decreases.
Conclusion: A New Economy Where Value is More Important Than Price
Thus, we arrive at the central paradox. The widespread adoption of VR will lead to us spending less money to obtain more benefit. We will save on physical resources, transport, rent, and intermediaries by moving activities into a digital space with near-zero marginal costs.
For global GDP, this giant money counter, it might look like stagnation or even a decline. But for humanity, it will usher in a new era:
An era where true wealth is measured not by the volume of monetary transactions, but by the accessibility of quality services, the level of knowledge, the state of the environment, and the free time we gain thanks to the radical efficiency of technology.
VR is not just a new gadget. It is a bridge to an economy where value is finally separated from price, and where the measure of well-being can, at last, cease to be a simple reflection of how much money we spent.
Addendum: The "Cost Compression" Effect
The key paradox that VR will introduce can be called the "cost compression effect."
The essence is this: as business processes, education, and services migrate into VR, their absolute monetary value will decrease, while their quality and accessibility will increase.
Why does this happen?
The Costs of Physics Disappear. In VR, there is no need to build expensive university buildings, rent office space, or pay for fuel and logistics. An entire layer of costs that were previously a mandatory part of the service's price disappears.
The Demonetization of Services. What once required significant money (e.g., individual tutoring from a world expert or "trying on" dozens of designer outfits) becomes a mass, practically free service with near-zero marginal costs.
Increased Efficiency. One high-quality VR simulator or educational course can replace thousands of units of outdated physical equipment, making the service better but being counted in GDP statistics as a single license purchase.
Thus, the monetary flow through the VR services sector will be substantially smaller than the aggregate flow these same services generated in the "analog" economy. The financial pie will become smaller, but its nutritional value for society will increase many times over. This is the main challenge for future economists: how to measure real progress when classical indicators like GDP begin to lie, showing a decline where revolutionary growth in well-being is actually occurring.
Addendum: Accounting for VR in GDP — Costs vs. Effect
You are correct: all investments in VR—purchasing headsets, developing software, creating virtual platforms—are economic activities and will be counted in GDP as part of company expenditures or final consumption. This is VR's direct contribution to GDP.
However, the essence of the paradox lies not in the VR industry producing nothing, but in the disproportion between its costs and the global savings effect it triggers.
Imagine two companies:
Company "A" (Traditional):
Training Costs: $1 million (renting a training center, trainer flights, accommodation, printing materials).
Contribution to GDP: +$1 million.
Company "B" (VR-Adopted):
Training Costs: $200,000 (purchasing 100 headsets, license for a VR course).
Contribution to GDP: +$200,000.
It seems Company "B"'s contribution to GDP is 5 times smaller. But what is the actual outcome?
The quality of VR training can be higher (immersion, risk-free practice).
The number of trained employees can be the same or greater.
The company saved $800,000, which it can now direct to R&D, salary increases, or reducing the price of its product for consumers.
Thus, the key mechanism looks like this:
VR's direct contribution to GDP (the cost of the VR hardware and software itself) is relatively small.
VR's indirect influence on GDP is huge and negative, because this technology allows for the reduction of much larger cost items in traditional sectors (logistics, real estate, raw materials, fuel).
The Bottom Line: VR acts as a powerful deflationary factor for the entire economy. It creates a small new expense item that allows for the elimination of several large old ones. In the end, the aggregate monetary turnover (GDP) may decrease, but the net benefit for businesses and consumers (quality, accessibility, efficiency) will increase.
Statistics will see growth in the tiny "VR manufacturing" sector and a decline in the huge "transport services," "commercial real estate," and "traditional education" sectors. The net effect may be negative for GDP, but positive for well-being.