February 4, 2022 — Today, the U.S. House of Representatives passed the America COMPETES Act of 2022, which designates “immersive technologies” as a key technology focus area for U.S. research and development in the 21st century.
“We applaud the U.S. House of Representatives for passing the America COMPETES Act, which includes important provisions to ensure XR technology is part of the long-term strategy for America to remain competitive globally,” said Liz Hyman, CEO of the XR Association (XRA). “Immersive technologies will play a vital role in supporting the U.S. economy. We are already seeing traction for XR in workforce development and training across multiple industries, including manufacturing, retail and more.”
Prior to the House’s vote on the legislation, Rep. Suzan DelBene (D-WA), Rep. Yvette Clarke (D-NY), and Rep. Ted Lieu (D-CA) submitted Amendment 61 to add “immersive technologies” to the bill’s list of key technology focus areas. XRA, alongside distinguished universities, sent a letter of support urging the inclusion of the amendment, which was successfully added to the final measure.
“Not only are immersive technologies poised to transform how we work, recreate, learn, and provide essential human services, they will serve as a catalyst for advanced development in other critical technology fields as well,” said Joan O’Hara, Vice President of Public Policy at XRA. “Today’s vote is an important step toward America leading the way in XR and tech innovation overall.”
The Senate’s companion to America COMPETES, the U.S. Innovation and Competition Act (USICA), which passed in June of 2021, also designates immersive technologies as a key technology focus area. The two bills are expected to be conferenced in the spring.
ABOUT THE XR ASSOCIATION
The XR Association promotes the dynamic global growth of the XR industry, which includes virtual reality, augmented reality, mixed-reality, and future immersive technology. XRA is leading the way for the responsible development and adoption of XR by convening stakeholders, developing best practices and research, and advocating on behalf of our members and the greater XR industry.
The XR Association represents the broad ecosystem of the XR industry including headset manufacturers, technology platforms, component and peripheral companies, internet infrastructure companies, enterprise solution providers, and corporate end-users. The founders of XRA are Google, HTC Vive, Microsoft, Meta (formerly Oculus from Facebook), and Sony Interactive Entertainment. To learn more about XRA membership, visit xra.org/joinus.