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Virtual reality game

A virtual reality game is a video game played on virtual reality (VR) hardware. Most VR games are based on player immersion, typically through a head-mounted display unit or headset with stereoscopic displays and one or more controllers.

History
Research into virtual reality (VR) hardware and software started as early as 1968 by Ivan Sutherland and his student Bob Sproull, but most equipment was too expensive for consumer use, and its use for games was limited. The first VR head mounted display was connected to a computer. In the late 1980s, Jaron Lanier and Thomas G. Zimmerman, former programmers for Atari, Inc., began developing hardware under the name VPL Research, with Lanier coining the term "virtual reality" for their products. One of VPL's products was the VPL DataGlove; a glove that sensed the user's finger movement and translated it into computer input. The idea inspired engineers at Abrams/Gentile Entertainment (AGE) to work with Mattel and Nintendo to build a low-cost version of the DataGlove to work with the Nintendo Entertainment System (NES), omitting much of the technical sophistication and movement sensitivity of the DataGlove as to achieve a reasonable consumer cost. The Power Glove was released in 1989. The games Super Glove Ball and Bad Street Brawler were specifically designed to use the Power Glove, while other NES games could be played using the Power Glove by mapping its output to various controls. About one million Power Glove units were sold before Mattel discontinued it in 1990. Its low cost compared to the DataGlove and other similar gloves led academics to buy the unit for their own research. Most notable was the VR-1 virtual reality 3D arcade attraction released by Sega in 1994. Reflection Technology, Inc. (RTI) had been developing a head-mounted, stereoscopic head-tracking system using light-emitting diode (LED) displays, the Private Eye. One application they had tested included a tank game. Seeking funding for larger production, RTI licensed the technology to Nintendo, and under Gunpei Yokoi, Nintendo developed the Virtual Boy, released in 1995. The Virtual Boy used red LED displays rather than full-color ones, as they were the most inexpensive to produce, and required mounting to a stand to be played, rather than head-mounted. The system was thus awkward to use both from looking into the viewer and the eyestrain from the red LEDs. Only 22 games were produced for the Virtual Boy, and it was considered to be one of Nintendo's commercial failures. There remained strong interest from academics to explore what VR, along with augmented reality and other mixed reality systems, could bring to video games, through the 2000s, but these games were mostly prepared for research proof-of-concepts to demonstrate the interaction of VR hardware, software, and human motion rather than for commercial release, since hardware costs were still high. Introduction of consumer-ready hardware (2010s–present) The popularity of digital gaming across multiple forms like mobile, console, or PC gaming, led technology giants to further invest in the development of VR technology. In a thriving gaming market, the advancement in VR technology has been a point of great interest in the age of modern gaming. One catalyst to this modern VR boom was the obsession and great success of Pokémon Go in 2016, which incorporated basic VR concepts, stirring the world with technological breakthroughs in gaming such as VR effects, combining real life scenes with the virtual world, as well as the concept of enjoying gaming alongside interaction in the real world. After decades of attempts from its introduction, low-cost, consumer-grade VR hardware began to appear in the 2010s. The Oculus Rift is considered the first consumer-ready VR headset and was first released in 2016. The unit was developed by Palmer Luckey, and first announced in 2013 as an inexpensive VR option for video games. During testing, Luckey had gained the help of id Software's John Carmack to develop a VR version of Doom 3 for Oculus. While this helped to successfully demonstrate the Oculus, which led to Facebook acquiring Oculus in 2014 for , it also led to a lawsuit between ZeniMax Media, id's parent company, against Oculus over intellectual property theft over Carmack's participation. The case was settled out of court. Nine games were available at launch and Oculus had established a number of partnerships to provide more games following its release. The Oculus Rift announcement led to other VR developments. Sony Computer Entertainment developed the PlayStation VR system for the PlayStation 4, while Valve partnered with HTC to develop the HTC Vive; both of these units were released in 2016. Valve later developed their own headset without HTC, the Valve Index, which was released in 2019. headset As a result, more affordable headsets designed to accommodate mobile devices were also released, using the devices to create the stereoscopic display, some of the positioning functions, and other VR tracking embedded in the additional hardware. On June 25, 2014, Google officially introduced Google Cardboard, an inexpensive headset package that constructed from cardboard for use with Android phones; the completed headset creates the necessary visual space to support stereoscopic view from the phone's display. Samsung, in conjunction with Oculus, released the Samsung Gear VR in 2015 to support its Samsung Galaxy smartphones; services for the Gear VR ended in 2020. Nintendo released the Nintendo Labo VR Kit in 2019 as part of its Labo series of toys-to-life cardboard products. A handful of Nintendo Switch games support Labo VR functionality, such as the 2017 games Super Mario Odyssey and The Legend of Zelda: Breath of the Wild. Despite the availability of low-cost hardware for VR, the technology had still not taken off for video games by 2018 as had been expected when the Oculus Rift was announced. This was attributed to the lack of a killer application, a game that would drive people to buy the hardware to play it. There had been several games from smaller studios that had been considered successful, such as Superhot VR and Beat Saber, but the triple-A studios had not ventured into the area. Sales of VR hardware had been steadily increasing since 2016, but were still under 10 million units by 2018, and there were signs manufacturers were starting to back off in this area. Many journalists stated that the first "killer app" VR game was Half-Life: Alyx, developed by Valve and released in March 2020. Alyx includes a number of novel control schemes to avoid the motion sickness problems of previous VR games, such as the 2019 indie title Boneworks. Within a week of Alyxs announcement, Valve sold out of their stock of Index units and began taking pre-orders with expectations to fulfill before the game's release. Other VR hardware, including the Oculus, saw increased sales leading to the release of Alyx. headset In 2024, Apple Inc. released Apple Vision Pro. This device features hardware such as dual panels that offer 24 million pixels, surpassing devices such as the Oculus Rift. The integration of the R1 chip, working in tandem with the M2 chip, results in a polling rate of 12 milliseconds, getting rid of the dizzying latency issues that were prevalent in previous devices. ==Hardware==
Hardware
VR headset Nearly all VR games, as generally defined, require the use of a VR headset that provides stereoscopic displays that simulate three dimensional reality and create immersion for the player. Most headsets include some means of positional tracking to provide head-tracking (that is, to tell which direction a player's head is looking), either through sensors built into the unit or from external sensors or cameras that are placed at the corners of the play area. Some headsets further provide eye tracking. Some VR systems such as the HTC Vive and Oculus offer room scale tracking, which not only incorporate the motions of the player but where they are physically located within a given area and the physical positioning of their body. This allows the player to move around the area as part of the VR experience. Games usually make this an optional experience since not all VR systems support it, and not all players have space to be able to move about. Example of games that support room scale tracking include Job Simulator and Rec Room. When room scale is not available, alternate movement schemes have been developed when character movement is required. A player may be moved automatically by the game as necessary, a player may need to look at a target location and indicate through a control scheme their desire to move their character to that spot, or the player may use more traditional controls such as an analog stick or keyboard presses to move their character. ==Design considerations==
Design considerations
Virtual reality games are designed to enhance immersion—the perception that one is actually in the virtual world—and presence—the psychological effect that they are actually interacting with the virtual world outside of their physical bodies—concepts which cannot readily be done with traditional "flat screen" games played on a computer monitor or television. A limiting factor for VR games until the 2010s was the overall system latency between a player's actions and the feedback they saw on the headset. For VR to be felt as an immersive experience, the latency needs to be as small as possible so that the player sees feedback in real-time soon following their actions. Technology bottlenecks had been from two major components of VR systems. One area was the rendering speed of computer hardware to update the 3D displays at a fast-enough frame rate. Frame rates of 20 Hz or less appear to most users as a series of separate images rather than continuous video stream, which breaks immersion. ==Other VR games==
Other VR games
In its current meaning, "virtual reality" generally has been taken to creating immersion and presence with the player by creating a new visual stimulus (through a VR headset for example) that obscures to real world view. This definition distinguishes VR from augmented reality where additional visual information is added atop the real world view. A broader definition of virtual reality can be taken to be any application that replaces one or more of the human senses with a virtual one. Thus, games featuring any alternative control scheme compared to a typical game controller or keyboard-and-mouse system could be considered as a virtual reality game, where the sense of touch of these traditional controls is replaced with a novel scheme. Such games would include those with alternate peripherals such as Dance Dance Revolution and Guitar Hero, or games featuring motion controls such as many Wii-based games. However, with the expansion of VR hardware in the 2010s, the use of "virtual reality" to include these types of games has been deprecated. == Use in healthcare==
Use in healthcare
Medical researchers have studied the use of virtual reality games in healthcare. For example, meta-analyses have demonstrated that virtual reality games could be used for stress management or to improve cognitive and physical functions among elderly post-stroke patients. ==See also==
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