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Virtual Reality in Gaming

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0% found this document useful (0 votes)
66 views27 pages

Virtual Reality in Gaming

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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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You are on page 1/ 27

Virtual

Reality in
Gaming
Presented by:
Washam Waseem
Tressa Jamshed
Table of contents

01 02
Introduction Literature Review

03 04
Applications Limitations
05 06
Impacts on
Future Direction
Society

07 08
Conclusion References
01
Introduction
Understand the concept of Virtual Reality and
Gaming separately
Virtual Reality
Virtual reality (VR) is an immersive technology that simulates a realistic
three-dimensional environment, allowing users to interact with and
experience it as if they were physically present. VR typically involves the
use of a headset or head-mounted display (HMD) that tracks the user's head
movements, providing a sense of presence and immersion in the virtual
world.

VR technology often incorporates other sensory inputs, such as sound and


touch, to enhance the overall experience. It can range from simple 3D
environments to highly detailed and interactive simulations, depending on
the hardware and software used.
VR in Gaming

Immersive
Interactivity
Environments

Exploration and
Social Interaction
Discovery
Expensive equipment

Headset Controller Software


Hardware
Users typically wear a VR headset, which consists of a display
screen(s) positioned close to the eyes, lenses to focus the
images, and sensors to track head movements. Some
advanced VR systems also include handheld controllers or
other input devices for interacting with the virtual
environment.
Software
VR experiences are created using specialized software
development kits (SDKs) and game engines that support VR
technology. Developers design and program the virtual
environments, incorporating interactive elements,
storytelling, and gameplay mechanics to create compelling
experiences.
A picture is worth a thousand words
02
Literature
Review
VR Gaming as various applications in today’s world
• Focus: The article provides a comprehensive review of immersive virtual
reality (VR) serious games aimed at enhancing learning and training
processes.

• Scope: It covers various applications of VR in educational settings, including


simulations for skill acquisition, educational experiences, and therapeutic
interventions.

• Methodology: The authors analyze a range of VR serious games, examining


their design, effectiveness, and potential impact on learning outcomes.
• Findings: The review highlights the potential of VR serious games to
improve engagement, retention, and transfer of knowledge and skills in
diverse fields.

• Implications: The insights from this literature review inform the broader
discussion on the educational benefits and practical applications of VR
technology beyond entertainment.

• Future Directions: The article suggests avenues for further research and
development in VR serious games, emphasizing the importance of evidence-
based design and integration into educational curricula.
03
Applications
VR Gaming as various applications in today’s world
Applications
Educational
simulations Rehabilitation
Provides learning Assist patients in
environments for recovering through VR
students

Skills training Design


visualization
Simulates scenarios, Allows architects to
offering hands-on showcase their designs
training to clients and
stakeholders
04
Limitations
It has some limitations that developers and users
need to consider
Health issues

Cost Motion Sickness Space Requirements


Some users experience motion VR games require physical
VR systems can be expensive movement, which becomes
sickness or discomfort
difficult in limited space

Health/Safety Technical
Social Isolation
Concerns Limitations
Users immersed in the virtual
Prolonged use of VR headsets worlds do not interact with VR technology still has
can cause health issues such as others in the same physical limitations in terms of display
eye strain, headaches, or space resolution, field of view, and
muscle fatigue tracking accuracy.
05
Impacts on the
Society
VR Gaming impacts individuals that create a society
Creating a huge impact on the society
Such as;
• Revolutionize education • VR gaming is reshaping
and skill development societal interactions

Influencing
30% 12-16 Year old
50% 16-25 Year old
20% 25-35 Year old
06
Future Direction
What would be the future of VR Gaming?
Future Directions:
The future of VR in gaming holds promise for significant advancements. Building on its
introduction as an immersive technology, VR gaming will continue to diversify its
applications beyond entertainment, leveraging insights from studies like Checa and
Bustillo's (2020) review to enhance learning and training experiences.
Despite current limitations such as cost and technical constraints, ongoing developments in
hardware and software will drive increased accessibility, realism, and engagement.
Expectations include:
Transformative force in the gaming
industry and beyond
Advancements in VR hardware, including more
affordable and ergonomic headsets with higher
Advancement resolutions and improved haptic feedback

Expansion of VR gaming libraries with a wider range


of high-quality titles and innovative gameplay
Expansion mechanics.

Growth of social VR platforms, enabling collaborative


and interactive gaming experiences.
Growth
07
Conclusion
We’ll be concluding the topic
Conclusion:
Virtual reality (VR) gaming offers immersive experiences with applications beyond
entertainment, including learning and training, as highlighted in Checa and Bustillo's (2020)
review. Despite its potential, VR gaming faces limitations such as cost, motion sickness, and
technical constraints. Nevertheless, it's already impacting society, reshaping how we engage
with technology. Future advancements in hardware, software, and content development hold
promise for addressing these limitations and expanding the possibilities of immersive
gaming experiences. Ongoing research underscores VR's broader societal relevance and the
need for continued innovation in this field.
References
1. Checa, D., & Bustillo, A. (2020). A review of immersive virtual reality serious games to enhance
learning and training. Multimedia Tools and Applications, 79(9), 5501-5527.
2. Smys, S. (2019). Virtual reality gaming technology for mental stimulation and therapy. Journal of
Information Technology, 1(01), 19-26.
3. Chouhan, R., & Sharma, G. K. (2015). Virtual Reality: In gaming. International Journal of
Multidisciplinary Consortium, 2(2), 36.
4. Cruz-Neira, C., Fernández, M., & Portalés, C. (2018). Virtual reality and games. Multimodal
Technologies and Interaction, 2(1), 8.
5. Dani, M. N. J. (2019). Impact of virtual reality on gaming. Virtual Reality, 6(12), 2033-2036.
Thank You

CREDITS: This presentation template was created


by Slidesgo, including icons by Flaticon and
infographics & images by Freepik

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