This website uses cookies to ensure you have the best experience. Learn more

Virtual Reality And The Gaming Industry

1890 words - 8 pages

VII. Impact on individuals


Virtual reality gives huge benefits in education and helps to improve student engagement. It’s one of the best ways to engage and helps the students to understand the subject through virtual reality system. Especially in the virtual reality game will bring significant impact to teenagers. The major three types of impact are social difficulty (socially impaired), physical and psychological difficulty. Even virtual reality is a great tool to learn, but it is not a universal learning method for all of the educational areas. Too much of virtual reality for students will cause social difficulties because an inescapable aspect of social life is the formation and maintenance of interpersonal relationships (Biocca and Levy 1995). Constantly using virtual reality will cause isolation from the societies because the person already made his or her own social area which only exists in the virtual world. VR will provide a communication environment in which the dangers of deception and the benefits of creativity are amplified beyond the levels that humans currently experience in their interpersonal interactions (Biocca and Levy 1995). It could lead to low self-esteem, feelings of worthlessness and insignificance, even self-destructive acts (Cartwright, 1994). VR games could mindlessly, energy sapping diversion, bring electronic isolation, a playground for immortality (Kershner 1995). Virtual Reality game brings physical and psychological difficulties when they over run and it could be called as cyber sickness. VR interventions were able to increase physical activity capacity and performance in children with CP (Cerebral palsy) or early brain injury. Cyber sickness is one of the physiological impacts during or after immersion in a virtual environment. This sickness is primarily caused because of the conflicts between three sensory systems such as vestibular, and proprioceptive. Our eyes perceive a movement that is out of sync by a few milliseconds with what is perceived by the vestibular system, whereas the remainder of the body remains almost motionless (Stanney, Kennedy, & Kingdon, 2002). Cyber sickness can also be caused by factors related to the use of virtual reality equipment such as heaviness of the helmet, closeness of the screen to the eyes. Lawson, Graeber, Mead and Muth (2002) note the added possibility that these side effects are also connected to Sopite Syndrome (fatigue due to the movements). It also changes their emotional state due to cyber sickness, which means students can’t control their emotions. There are high possibilities of students who are addicted to virtual reality and will not aware about the way of expressing their emotions in the real world.


Currently, numerous amounts of people argue about the possible social effects of will most personal interactions occur online, in the virtual or cyberspace world. Supporters of virtual reality and online communities say that future VR and...

Find Another Essay On Virtual Reality and the Gaming Industry

Art in Reality, Cyberspace and Virtual Space

4201 words - 17 pages society is now being put to the test. Catchwords like dislocation, identity, truth, belief, reality, territory which have become popular by way of the net are being taken up by Net Artists and often radically processed. Here it is not so much a matter of the clarification of such terms as it is a matter of artistic interventions leading to confusions among virtual visitors."Net Art" does not have a tight visual language. It behaves rather like a

The Gaming Industry Should Market to Women

3108 words - 12 pages As soon as the video game world pressed the start button on their business, they never stopped playing. Like any video game, they hit major checkpoints and beat levels. From Pac-Man with joysticks to Angry Birds on iPads, the video game industry has a consistent history of success. Today, everyone knows someone who plays or has played a video game. New games and gaming consoles are constantly being advertised and released. They are even an

Augmented Reality: The Future of Virtual Technology

1668 words - 7 pages the virtual and the real world. Research states that augmented reality combines real content that is observable via an electronic device, such as HMD displays and camera, in addition to the virtual computer-generated content, perfectly overlaid on the real content. They are also real-time interactive systems. Additionally, while the information is displayed in 3-dimensional space, the real one that the user views represents the context for

Square Enix: Success in the Gaming Industry

1637 words - 7 pages Holdings, INC. This would control the management and operations of all bases and operations in North American territory. (SQUARE ENIX, n.d) The recession that enveloped the entire world affected the entire video game software business. However, while other companies suffered significant losses, Square Enix and the video game industry in general only saw a decline of eight percent in 2009. Gaming platforms, with higher costs, experienced

Title: The Power of Virtual Reality

1647 words - 7 pages Name: Toh Lai HeeClass: IA05A (Interactive)Lecturer: Mumtaz MaricarSubject: Space and SpectacleThe terms 'Virtual Reality' (also known as VR in short or 'Virtual Space') and 'Cyberspace' had been a recent hip. I remember when I was still in Informatics doing my multimedia diploma back in the 2000, I don't even know what's VR all about. No one really talk about VR here in those days. With movies like 'The Matrix', 'eXistenZ' and 'The Thirteenth

Tracking Technique in Augmented Reality and Virtual Reality

2276 words - 9 pages ., & Mallem, M. (2004). Robust Camera Pose Estimation Using 2D Fiducials Tracking for Real-Time Augmented Reality Systems. VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry. doi:10.1145/1044588.1044682. Azuma, R. (1997). A Survey of Augmented Reality, Presence, l6(4), 355-385. Berre, A., Syverinsen, T., Salomonsen, M., & Ingvaldsen, K. (2006). ARToolKit for dummies: a

Lucid dreams, the First Virtual reality

1069 words - 4 pages wonderfulthings become our temporary reality. Yet sometimes while dreaming we may experience the mosthorrifying events imaginable, called nightmares. Everyone has their own version of horror, mymost terrifying nightmare has been where my family and friends have been taken control of byevil monsters that cannot be stopped. Rather than kill me they make me watch old 1970'stelevision shows over and over. For years, men have thought that there should be a way

The Device That Will Revolutionize the Gaming Industry

1597 words - 7 pages Oculus Rift which can actually help those who use this product in real life and it can influence their way of living. Lastly, the Oculus Rift will enable people to learn and it has potential to be used in the real world. In March, Mark Zuckerberg – the founder of Facebook – announced that “Facebook will acquire the virtual-reality technology company Oculus Rift for $2 billion” (Luckerson 1). Although the Oculus is initially a product for gaming

Virtual Reality - What it is and How it Works

2929 words - 12 pages hearing.Applications of Virtual RealityVirtual Reality has promise for nearly every industryranging from architecture and design to movies andentertainment, but the real industry to gain from thistechnology is science, in general. The money that can besaved examining the feasibility of experiments in anartificial world before they are done could be great, andthe money saved on energy used to operate such things aswind tunnels quite large.The best example of how

Smart Phones and Virtual Reality in 10 Years

1332 words - 5 pages friends wherever they may be. After exploring this technology in more detail and outlining its impact and our reliance on it, secondary technological advances will be explored. Such secondary advances make the progression of this strand of technology possible, with the innovation of virtual reality proving to only enhance the functionality of modern smart phones. The way we interact with the world around us has developed significantly since the

Virtual Reality: The Real Life Implications of Raising a Virtual Child

2000 words - 8 pages When I first heard that I would be raising a virtual child, I did not fully understand how this would change my ideology on decision making and critical thinking and how my thoughts and ideas would impact the life of another human being. After I told my parents that I would be raising a child online, they had two reactions. Reaction number one consisted of them laughing because the thought of raising a child online seemed like a joke because I

Similar Essays

The Popularity Of Virtual Gaming Essay

670 words - 3 pages Caption: Teams take to the stage at the MLG 2011 tournament Gaming is one of the largest growing communities today. With a total of over 79 million unique subscribers within the gaming category on YouTube, and huge annual gaming conventions held around the world, virtual gaming almost seems a sport. Gaming has become so popular that annual conventions are held worldwide. One of them being MLG (Major League Gaming) the largest

Between Virtual And Reality Essay

1818 words - 8 pages Information technology has been improving so much in the past decades. Since 18th century a lot of new devices have been invented. From letter-writing to text messages, shifting again to e-mail and instant messaging (IM), medium of communication has experienced transitions. The invention of Internet made interpersonal communication moving back and forth between physical and virtual. Instead of face-to-face, people nowadays prefer to use computer

The Video Gaming Industry Essay

1601 words - 6 pages such as too much violence, obesity, addiction, social wellbeing, and many other health related issues. Video games also have some advantages to include hand eye coordination, a strategic mind set, educational and teach life lessons to the players. However, video games do cause more harm than good because the negative outcomes out weight the positive aspects of playing video games. The video gaming industry is a huge successful business

Types Of Virtual Reality: Advantages And Dissadvantages

1150 words - 5 pages graphics which allows for a high-end gaming and realistic Virtual Reality applications (Hurst & Helder, 2011). Another advantage provided by Virtual Reality is the physical controller and an onscreen controller in mobile phones to which make devices with small screen usable (Hurst & Helder, 2011). In standard Visualisation, in bigger screen, interaction tasks become easier resulting in a better performance. Better performance in tablets (Hurst