VR choose their own adventure by interacting

VR is changing gaming industry by placing consumers directly into
virtual experience. It tears down the barriers between the player and the game.
Creating games in Virtual Reality has its pros and cons, but it is definitely a
“game changer” in this industry.

For game developers, VR creates a whole new way of storytelling that
relies on more than just an environment to explore. True potential of Virtual
Reality lies in the possibility to put the player directly inside of the game
and events. Virtual environments open opportunities for players to choose their
own adventure by interacting with characters in the environment. Since players
are physically experiencing the presence of characters within VR game,
characters development becomes imperative. When players find themselves in VR,
they can really feel the presence of other characters. They are living the
adventure with them on almost personal level, that’s is why much more personal
narrative is required while developing VR games.

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Video games always had a social element. It could be challenging a
friend or watching someone beat the high score. Many people were concerned that
putting on a VR headset might seem a little bit antisocial, but developers are
hoping to change that perspective. They are predicting that in a few years from
now on we will see much more social VR experiences that are incredibly
compelling. They will enable us to meet up together with our friends in a
virtual world, do things and experience adventures that are completely
impossible in the real world.

Lots of Virtual Reality headsets are compatible with smartphones, which
makes VR accessible to consumers who may not want or cannot afford an expensive
game console or high-end PC setup.

Esports that that is also highly
growing in numbers these days, benefits from more access to VR. ESL (
Electronic Sports Leagues) broadcasts the Intel Extreme Masters across VR,
allowing esports fans to attend the tournament remotely while receiving
enhanced views.

Although gamers have been really enthusiastic, VR adoption rate occurred
to be much slower than originally expected. It challenges developers with much
more advanced software required to run smoothly. For example to prevent
headaches and nausea, developers were forced to invent new rendering
techniques.

According to studies done by research firm Magid, 89% of VR purchasers
were satisfied or even very satisfied with this lattes piece of tech.

 

WHY HASN’T IT BECOME
SUPER POPULAR YET ?

 

That is a very interesting
question to ask. With all of above being said, why Virtual Reality hasn’t been
such a big success till 2017 ?

There are few aspects of VR that
makes it hard to spread among the users. First of all, limited access until
2016 that was mentioned earlier. Another thing is the space that is required in
our households to be able to fully take advantage of its potential. That might
be one of the reasons why this technology is not as popular as expected. Next
con of this tech was its price. Until now prices of those devices were more
than couple hundred dollars, it really hard to convince consumers to invest
such an amount of money into something completely new.

Not all of the games can be
experienced in VR, only new titles designed directly for Virtual Reality
technology can be used. So, it is on developers if they decide to invest into
new technology that has still much smaller audience then casual console/PC
gaming.

The last thing is that except VR
equipment we also need the newest model of a gaming console or even worse in
case of PC gamers, high-end PC components that might increase the final price
of upgrading to VR gaming dramatically.

 

 

 

ADJUSTING ALREADY EXISTING GAMES AND CREATING NEW
ONES

 

Developers and publishers such as
Sony and Bethesda decided to remaster few of the most popular gaming titles to
VR technology. By the end of 2017 players were able to play some of the best
open-world action games again using VR glasses. For example, Elder Scrolls V:
Skyrim. Also, very popular first-person shooter Doom or post-apocalyptic Fallout.
Those type of investments are very important for VR gaming because of a very
poor foundation on which the whole thing started. Developers needs to invest
money and resources upfront to make sure this technology attracts more
customers, and lead to its growth.

 

On the lattes, Electronic Entertainment Expo in Los Angeles there were
also quite a few new appealing titles directed to VR gaming community. They are
all mostly focusing open-world roleplaying or first-person shooter gaming
experience, as they believe it’s the best way it provides the greatest feeling of immersion into the
game. VR tech is slowly moving past the “experimental” phase with simple games
that were more of a showcase of varies possibilities that it can provide. Now
developers are mostly focusing on implementing new technologies into VR gaming
that will essentially provide us provide us multiplayer experience with our
friends to play together.            

One of the recently produced examples might be SONY’s
multiplayer shooter game called “Starblood Arena”. It offers a combination of
well-known multiplayer shooter game and the immersion of VR technology. Players
are divided into teams, and then using spaceships/robots they compete with
opponent team on galactical arena in a variety of different scenarios and team
based objectives.

There are still plenty of fundamental issues with
Virtual Reality gaming that needs to be figured out. It is a new type of technology;
our bodies and minds are not used to it and can react differently. For example,
while flying a spaceship upside-down while we are on VR, our mind is getting
information that we are not in a natural position but our body feels something
totally different, that might cause some potential disorders and inconveniences
while gamin for a longer period of time.

Some game developers say that there is still not
enough demand for VR gaming for them to fully concentrate on this segment and
produce more content.

Still game developers efforts and vision of what
Virtual Reality might become one day is encouraging other segments of
entertainment industry to invest in that technology. Good example here is
Baobab Studio in California, that is working on combining games and animated
movies to create interactive stories. It allows viewer to not only be inside of
the story and watch it, but also have influence on it and change its course. There
are also possibilities to change the weather and some other environment
elements.

Video games industry is just at the beginning of its
journey with Virtual Reality, and as it took many years for film industry to
figure out the best ways of cuts, zooms, light operating etc. it’s going to
take some time for VR to optimize its potential in gaming, movies, teaching,
shopping, social media and many other areas where it can be implemented.

 

 

 

 

 

 

 

 

 

Virtual reality as the next generation of learning and teaching.

 

When thinking about Virtual Reality, most people
immediately connect it with some kind of entertainment like gaming, sightseeing
exploring etc. However, that is not always a case.

VR brings many opportunities and
perspectives for education sector as well.

 

It might allow students and teacher to connect in
completely new, fresh and impactful way. Virtual reality can create digital
“real-world” environment that will allow to study and practice students skills,
record their progress and consult it with experts in that field. They would
also be able to connect and meet with other students all over the world studying
the same subject and exchange their experiences and knowledge. That would
result in rising interest rate among students in learning and make it more fun.
VR technology would also allow students not to rely only on their notes, they
would be able to record the lessons or lectures, and then get back to them
whenever needed. Another big advantage is that since the lecture would happen
in a virtual class students would be able to attend even while being absence in
school. The only need factor would be access to the internet and VR equipment.
That would highly reduce transportation costs and potential rental bills if
student wouldn’t live in the area where university is. With those factors
stated above, education would become much more approachable for people without
resources.

Research shows that 93% of students would be excited
to implement Virtual Reality into learning routine, and 83% believes that it
would actually improve final effect of studying, giving a piece of that real
and practical approach.

Educators confirms improved
scores and results of students groups that had VR teaching program implemented.
That is because Virtual Reality education directly contribute to cognitive
memory. It gives an opportunity to see, and “feel” learning subject. It is much
easier to memorize it and the n express what was learned. Students can experience
something that they never did in real life, and be aware how to act and what to
do when similar experience occur in real life.

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