International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 06 Issue: 12 | Dec 2019 www.irjet.net p-ISSN: 2395-0072
© 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 2033
Impact of Virtual Reality on Gaming
Mr. Ninad Janardan Dani
Asst. Professor, Department of Computer Science,
D.B.J. College, Chiplun, Dist-Ratnagiri, State-Maharashtra, Country-India
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Abstract - Video games became one of the crucial
entertainment medium in twentieth century. In twenty-first
century, its impact is multifold and drastically improved. After
the advent of mobile phones and handheld devices, gaming
industry revolutionized in these new market platforms. And
for the past few years another factor, along with many others,
is helping the experience of gamers’ to enhance is Virtual
Reality. Though being just a part of this gaming industry, VR
has impacted noticeably and will continue to do so in
upcoming decades. Now a days, people, especially young
generation, is spending time in playing VR enabled games like
never before. Hence the need to take a note of the impact on
industry as well as consumers becomes essential. This paper
discusses the impact of virtual reality on gaming with both
industry and gamers’ perspective.
Key Words: Virtual Reality(VR), Video Games, Digital
Games (DG)
1. INTRODUCTION
Digital entertainment is capturing lot of market share for few
decades and DG is a major part of it. As technology advanced;
the quality and mediums of play are improved too. Inclusion
of VR in gaming has taken it to the next level; mainly in the
area of user interaction and involvement. In this section
introduction of two main parts of this paper is given: Video
gaming and VR.
1.1 Video Gaming
Video game is the electronic game which has visual
feedback when player interacts with visual interface. It can be
two-dimensional or three-dimensional. This includes various
types of software and hardware combinations. Though video
games appeared mainly in 1970s; it was 1980s when they
became important part in the entertainment industry.
Initially started on the console platform; where a
specialized device is developed for game, which connects to a
video monitor for display purposes. Consoles are developed
by specific companies to play specific games.
Consoles include handheld and arcade types. Where
handheld devices are portable electronic circuit devices
having integrated display, controller buttons and/or
joysticks, speakers to elevate user experience on a single
device. Started as a single game per console in 1970s,
handheld consoles went on to include multiple games on
single console after 1990s.
Arcade type console games use dedicated console for a
game concealed in a large cabinet. The cabinet also has a
video display (mainly CRT), joystick/s and/or other controls,
speakers. Arcade games were top of their business in 1980s;
then as technology advanced in game entertainment sector,
cheaper and smaller options became available and arcades’
popularity decreased.
Video gaming also adapted for the personal computer
(PC) environment. Where PCs, as we know, are not dedicated
gaming platforms but are used to play several games. And as
PCs became popular, game developers also shifted their
attention to them as a platform too. Now we see several
dedicated PCs and laptops for enhanced gaming performance
having displays with better refresh rates, powerful CPUs and
dedicated graphics processors.
Mobile phone is also a huge platform for video games. In
late 1990s games started appearing on mobile devices. Many
of us might remember those popular Snake and Tetris games
on old phones. Initially included for entertainment purposes,
games on phone now became a bigger business for many
companies around the globe. Especially after smart-phones
appeared, iOS and Android phones created a fantastic
platform for game developers. Smart-phones are well
equipped with numerous sensors which give great
implementation opportunities to developers; also they are
portable and cheaper as compared to other options. Being a
billion dollar industry, mobile phone gaming is surpassing PC
and console game industries combined estimated worth
more than $130 billion.
Another platform for gaming is Web Browser. In 2000s it
became a cross-platform option for games. Not heavy games,
many others are developed using Java or Flash platforms and
are implemented for integration and interaction on web
browsers.
Virtual Reality became a buzzword in twenty-first century
but its relation with games started back in 1968 when Ivan
Sutherland, a computer scientist, developed “Sword of
Damocles” the first VR environment at his lab. Which we can
consider as a base of devices we use today in our VR
experience. VR requires the player to use a head-mounted
unit which has motion tracking and stereoscopic screens (a
3D display screen with depth perception) to immerse a
player in the environment which is virtual and responds to
user’s head movements. VR requires a console, processing
device or computer to couple with the head-mounted unit.