SUC logo
SUC logo

Knowledge Update

Evolution of Gaming with Virtual and Augmented Reality

Evolution of Gaming with Virtual and Augmented Reality

  • Print Friendly, PDF & Email

The ways in which we engage with technology are evolving thanks to virtual reality (VR) and augmented reality (AR).

Although the idea of virtual reality and augmented reality has been around for a while, recent technological advancements have made it more accessible and affordable for consumers [1]. Thus, besides gaming, education, healthcare, tourism, and even military training are now among the potential uses of VR and AR. The present status of VR and AR technology, its effects on the game business, and its possible future uses are all discussed in this article [2].

Current State of VR and AR Technology

While AR technology superimposes digital content on the real world, VR technology immerses users completely in a computer-generated environment. Due to significant investments made in their development by top tech firms like Facebook, Google, and Microsoft, both technologies have made significant strides in recent years. The Oculus Quest 2, HTC Vive, and PlayStation VR are the most well-liked VR and AR devices, respectively, on the market today. Microsoft HoloLens and Magic Leap One are popular AR gadgets [3].

The requirement for strong computational gear and high-resolution screens to deliver an immersive experience is one of the main problems confronting VR and AR technology [4]. However, improvements in hardware and software have increased consumer access to VR and AR technology. For instance, the Oculus Quest 2 is a standalone VR headgear that can be used without a computer or gaming console, making it more portable and less expensive than other VR equipment.

Impact on the Gaming Industry

A lot of game developers have made games expressly for VR and AR platforms, making the gaming industry one of the early adopters of these technologies. Gamers may fully immerse themselves in the game world thanks to VR and AR technologies, making the experience more realistic and interesting [5]. In addition, games that need full-body motion tracking or include real-world places into the action are now available thanks to VR and AR technologies, which is not achievable with conventional gaming platforms [6].

Potential Future Applications

Though VR and AR have already had an impact on the gaming industry, their potential uses go far beyond simple amusement [7]. The creation of immersive learning experiences is one possible use for VR and AR technologies in education. For instance, history students may use AR to superimpose historical events onto real-world locales, while medical students could use VR to perform operations in a realistic setting [8].

Additionally, VR and AR technology might be used for therapy and rehabilitation in the healthcare industry. Patients with mental health issues might use VR to imitate relaxing locations and scenarios, whilst patients with physical limitations could use it to simulate motions and exercises.

Last but not least, VR and AR technologies may potentially be employed in the tourist industry to offer virtual tours of historical or cultural places [9]. Without having to physically travel, this would enable individuals to have a more immersive and engaging experience of these places [10].

Conclusion

Technology related to VR and AR is developing quickly, with new gadgets and programs being created every year. Even though it has already had a sizable impact on the gaming industry, its potential uses go far beyond amusement. We can anticipate even more creative applications for VR and AR in the future as the technology becomes more widely available and more reasonably priced.

References

  1. Steed, A., & Slater, M. (2019). Ethical Issues in the Use of Virtual Reality for Clinical and Research Applications in Psychology. Frontiers in psychology, 10, 1796. https://doi.org/10.3389/fpsyg.2019.01796
  2. Javornik, A., & Nastran, M. (2017). Augmented Reality: Research Agenda for Studying the Impact of Its Media Characteristics on Consumer Behaviour. Journal of Promotion Management, 23(1), 27–44. https://doi.org/10.1080/10496491.2016.1251347
  3. Rizzo, A., Schultheis, M., Kerns, K. A., & Mateer, C. (2004). Analysis of assets for virtual reality applications in neuropsychology. Neuropsychological Rehabilitation, 14(1-2), 207–239. https://doi.org/10.1080/09602010343000183
  4. Kaczmarek, L. D. (2021). Virtual reality: An emerging tool for pain management. Journal of Pain Research, 14, 839–846. https://doi.org/10.2147/JPR.S292295
  5. Clark, D. (2019). Virtual Reality: A New Era for Museums. Arts, 8(2), 42. https://doi.org/10.3390/arts8020042
  6. Piumsomboon, T., & Kato, H. (2018). Augmented Reality for Tourism. In S. Wu, H. Kato, H. Huang, M. Sugimoto, X. Luo, & Q. Mei (Eds.), Human-Computer Interaction – INTERACT 2017 (pp. 645–648). Springer International Publishing. https://doi.org/10.1007/978-3-319-67744-6_66
  7. Inzlicht, M., Berkman, E., & Elkins-Brown, N. (2021). Virtual Reality as a Tool to Enhance Psychological Science. Perspectives on Psychological Science, 16(2), 375–389. https://doi.org/10.1177/1745691620967917
  8. Kujala, T., Hietanen, J. K., & Hämäläinen, J. (2020). Augmented Reality and Virtual Reality in Education. In T. Kujala, J. K. Hietanen, & J. Hämäläinen (Eds.), Handbook of Research on Emerging Technologies for Effective Project Management (pp. 114–133). IGI Global. https://doi.org/10.4018/978-1-5225-9742-1.ch007
  9. Tang, L. A., Gu, Y. X., & Xie, Q. (2020). Augmented reality in tourism: A review of current research and future directions. Current Issues in Tourism, 23(5), 585–601. https://doi.org/10.1080/13683500.2018.1529973
  10. Farhan, H. M. S., Zulkernine, F., & Alomari, R. A. (2021). Virtual reality and augmented reality for mental health treatment: A systematic literature review. Human-Computer Interaction, 36(2-3), 169–222. https://doi.org/10.1080/07370024.2019.1668757