Seconday research post

SECONDARY RESEARCH 

VIRTUAL REALITY IN ENTERTAINMET AND GAMING



FDF


Virtual Reality nowadays plays a big role in the Entertainment and gaming industry offering immersive experiences that traditional media cannot match. Virtual reality plays a pivotal role in this evolution engineering the software that propels users into new dimensions of engagement. By crafting detailed virtual environments and interactive narratives, (abdelmaged,2021) states that VR revolutionised live events and took them to the next level, this technology's rapid advancement demands a blend of creativity, technical expertise, and a deep understanding of user experience to produce content that resonates on a personal level. The introduction of VR has not just expanded the boundaries of what's possible in entertainment; it has redefined them, inviting audiences to not just observe but participate in the stories and worlds being created (natedral, Hussien,2015) .


Examples of some inspiring entertainment that fully uses VR

Louver meusuem: Thanks to virtual reality in entertainment, so you can take a 3d tour threw your headsets to meet Mona Lisa in person in a virtual world

Dubai VR park: one of the exceptional experiences to do activities in the park especially for VR entertainment (Spence, 2021).

              


   Accessibility and inclusivity of VR in gaming🎮🎲

As the VR gaming industry expands there is a strong part on accessibility and inclusivity in 2024 developers and hardware manufacturers are actively incorporating features to join the diverse physical abilities and preferences ensuring this enjoyable experience for all and makes the technology of the future 

 References list : 

Hussien,M.(2015). Nattedral,C(2015)The Benefits of Virtual Reality in Education.Bachelor of Science Thesis in Software Engineering and Management. Gothenburg university.Available at :http://hdl.handle.net/2077/39977.

Abdelmaged,M.(2021)'Implementation of Virtual Reality in Healthcare, Entertainment, Education, and retail sectors'assignment for M-3 marketing advertising degree, university of Munich.Unpublished.Available at:https://mpra.ub.uni-muenchen.de/id/eprint/110491 .

Spence, C. (2021) ‘Scenting Entertainment: Virtual Reality Storytelling, theme park rides, gambling, and video-gaming’, i-Perception, 12(4), p. 204166952110345. doi:10.1177/20416695211034538.











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