Virtual Reality in Gaming : The future of entertainment (and maybe humanity itself)

Joe Broe MacKenzie
New Media Photography
9 min readMar 22, 2016
Playstation recently expanded into the realm of Virtual Reality with Playstation VR.

Welcome to the future!

Yes, it’s true. You made it! It took you long enough, but you’ve finally arrived in the future. Sooner than you expected? Quite frankly, it was a little sooner than any of us expected. Thanks to the efforts of companies like Oculus Rift, Playstation, and HTC; Virtual Reality is coming to consumers.

Virtual Reality? What’s that?

Only the most anticipated consumer technology of 2016, and possibly 2017 as well. According to Merriam-Webster, Virtual Reality is “an artificial world that consists of images and sounds created by a computer and that is affected by the actions of a person who is experiencing it.”

A story about people in an artificial world? Remind you of anything?

The Matrix (1999). A movie that may become frighteningly relevant.

An artificial world created by a computer; which is affected by the actions of the person who is experiencing it. Notice how the definition does not state that the person is playing a video game. Pay attention to the end of that definition- it will be important later. The definition states that the person is “experiencing” an artificial world. Now, before you click away, let me address that thought you’re having right now.

Its just another kind of video game, right?

Wrong.

Come closer, and learn about the future.

Let’s examine one of the current issues with gaming- it requires knowledge of a gaming controller or keyboard. It’s difficult to get into gaming when you don’t understand the controls. Now imagine that there are no controls. A special camera tracks the motion of your hands and fingers, allowing you to interact with the virtual world directly. A headset rests comfortably upon the crown of your head, feeding you immersive audio and glorious content at 90 frames per second (for reference, a typical Hollywood movie is only 24 frames per second). You stand on a special pad, which allows you to walk in multiple directions without actually moving. Though it may sound like fantasy, it’s actually already happening.

Users test IBM’s new game, using VR Headsets and gesture recognition software.

Enter IBM.

The most powerful computing company on the planet. They have doubled down on VR by promising to create a fully immersive Virtual Reality Experience based upon Japanese Anime Sword Art Online. Oh, the game also uses a 3D scan of your body to create a physically accurate player avatar. It literally puts you into the virtual world. Need proof? Although multiple sources claim this project is fake, IBM recently released a proper statement on the project here:

Now, I won’t overhype the game too much. It still looks a little choppy and definitely has a few issues to work out. IBM has an incredible challenge ahead of them, as the hardware requirements to render this visually intense virtual world are certainly massive. Remember that this is a pre-alpha build, and only about 100 people have played the game so far. Check out the video below to see how the game is shaping up.

This video shows the accuracy of the game’s gesture recognition software.

We tried this before, and it failed. What changed?

Think back to 1995. Most of you probably weren’t even born then (and neither was I, whoops). Let me fill you in.

The wonderfully retro Virtual Boy.

Nintendo released the Virtual Boy, a 3D virtual gaming console that closely resembles some sort of VR headset. The retail price at the time was about $179.95 USD. Unsurprisingly, it failed fantastically.

If you want a good read (and a good laugh), follow this link and enjoy an article that thoroughly roasts the technology behind the Virtual Boy, as well as the failed marketing campaign that accompanied it’s release. I’ll avoid going into the specifics, but overall the headset was uncomfortable, expensive, and provided an ugly monochrome image. The concept behind the headset was entirely ahead of it’s time, which actually ended up hurting the product because the supporting technology wasn’t strong enough to create an entertaining experience.

What about the tech?

If someone wants to play a video game, it takes a few things to get started. You need a Console or PC, controllers, a monitor, and all accompanied wires just to get the technology set up. Most games also require a fast internet connection to get started as well. Virtual reality is the piece of technology that gaming companies have been searching for. The “Shangri-La” of gaming. This technology offers something amazing: accessibility.

Modern Virtual Reality headsets are starting to inch towards being completely self-contained units. Instead of purchasing multiple components, a prospective gamer can simply order a VR headset which contains all the technology a new gamer needs. Currently, most VR headsets still require a console/PC and a controller, but thanks to advances in technology, controller absent gaming is closer than we think. Source: Leap Motion, a company that offers a hand gesture recognition technology.

Leap Motion uses VR and gesture recognition to create interactive, non-controller games

Pretty cool, right?

In addition to all of the previous points, Virtual Reality is also being designed as a mobile concept. Once again, this represents an increase in gaming accessibility. While current smartphone VR systems are rather bulky, new systems are being designed and implemented daily. Most VR apps are currently free, and focus more on the “wow factor” of a VR experience. Even with the lack of clear VR monetization , it’s safe to say that VR won’t be another Flappy Bird. According to VentureBeat, The Mobile Virtual Reality ecosystem is on track to pull in over 861 Million Dollars in revenue in 2016.

And it’s not just the economy that’s interested in VR gaming. A recent study of gamers, conducted by web content publisher GameSkinny, found that 73% of gamers are excited about Virtual Reality gaming. Considering that 4/5 U.S households own some sort of gaming system, VR is poised to spread rapidly across the United States, and then the world.

Before you call your stock broker,

VR isn’t all sunshine and rainbows.

Virtual Reality still has quite a ways to go. The downside of VR is that it requires a very high frame rate as well as intense graphical detail. Unfortunately, that kind of technology comes at a very hefty price. Cheaper VR systems tend to lack graphical capabilities or comfort. In addition to this, VR products are under intense scrutiny; they have been shown to cause some psychological effects in their users.

Remember that quote I used at the top of the page? The one that references how users “experience” the virtual world? This means that the degree of separation between the user and the virtual world is incredibly thin. Actions and perceptions in the game world can actually affect the user directly.

“We shouldn’t fathom this as a media experience; we should fathom it as an experience,”

said Prof. Bailenson, co-founder; Strivr Labs Incorporated, in an interview with Wall Street Journal. Bailenson claims that his 15 years of research have shown that VR can change how a user thinks and acts, in part because it is so lifelike. For example: see how easily a user can get spooked in-game.

Clip taken from Teens React, https://www.youtube.com/user/React

The immersive level of VR is a double edged sword- it can be very good or very bad. With the lifelike feel of the game, it’s very easy to get lost in the game and mess with your brain’s spatial awareness abilities. Some people get dizzy or discombobulated, maybe even physically sick. In contrast with this, the technology of VR is also being used to help treat PTSD patients and offer a humane way to cure people of phobias.

Looking towards the future:

Virtual Reality isn’t a fad anymore.

Keep an eye on this fantastic piece of innovative technology.

I’m not claiming that VR is going to replace every household television, and everyone will be cheerfully teleworking via their VR headsets. Consider Seth Godin’s technology adoption curve:

Image taken from Seth Godin, http://sethgodin.typepad.com/

Currently VR is near the end of the Innovator phase, sliding into the Early Adopter phase thanks to Playstation’s release of Project Morpheus. Project Morpheus (also known as Playstation VR) is being released at a price tag of about $399 USD, which isn’t exactly chump change but lies far under the price tag of $599 for an Oculus Rift.

Not only is Virtual Reality an impressively cool concept, but it’s only getting started. The possibilities are endless. Unlike other gaming consoles and technologies, VR isn’t another dead end. VR offers an expandable, modifiable ecosystem which will only improve as technology improves. Virtual Reality is only limited by the hardware that contains it.

In Conclusion, Kinda.

(It’s a bit of a “to be continued…” sorta situation here)

Come with me on a quick little journey through time. Think back to the first iPhones. Revolutionary for their time, expensive, and far from perfect. But, they were the trigger that kicked the phone industry into overdrive, forcing companies to produce better and better phones in order to compete with Apple.

Now look at your phone- whether it’s Android or Apple, and compare it to the original iPhone. Wow. It’s a far cry from the original touch screen design, with drastically improved features and aesthetics. What was “revolutionary” and “industry-changing” in 2007 is now commonplace.

Now let me blow your mind. The first touch screen phone was actually created in 1992, by IBM. That iPhone isn’t as revolutionary now, is it? IBM’s first touch screen phone just wasn’t enough for the public when it was created, meaning the industry continued its stagnation. Do you see the connection now? Virtual Reality was also created before it’s time, and without great success. So according to the trend with tech products, and precedents like these, products like the Oculus Rift and Playstation VR represent the first iPhone. They are the catalysts.

Don’t get me wrong- the products are truly revolutionary and awe-inspiring. But, it’s what they mean that matters more. The creation of consumer-focused VR products will serve as the catalyst to drive the production of new and improved VR products. Their implementation will trigger a cascade of new and improved technologies for the average consumer. Like the smartphone, VR will have the capability to expand and reach into other industries as well.

Wrapping it all up

(with a hella cute bow)

This VR ecosystem will extend across multiple mediums, and go above and beyond what “gaming” is classified as. VR offers us the chance to use technology to enhance our personal experiences. It’s only going to get better, and with a lower price tag. But after all is said and done, it’s up to you; the consumer. Go try out a VR headset at the local electronics store. Bother your rich friend who always has the newest tech. Watch some dope 360 degree videos on Youtube. Try out for yourself this little piece of technology that might be catapulting humanity into the realm of science fiction. Come and join the future! (if you think you can handle it)

The Matrix (1999); image taken from giphy.com

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Joe Broe MacKenzie
New Media Photography

Marketing Producer for RallyHere! Previously Brand Manager on SMITE; Video Editor at Hi-Rez Studios, and Broadcast Producer at Skillshot Media.