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A virtual reality game or VR game is a
video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
played on
virtual reality Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
(VR) hardware. Most VR games are based on player
immersion Immersion may refer to: The arts * "Immersion", a 2012 story by Aliette de Bodard * ''Immersion'', a French comic book series by Léo Quievreux * ''Immersion'' (album), the third album by Australian group Pendulum * ''Immersion'' (film), a 2021 ...
, typically through a head-mounted display unit or headset with
stereoscopic display Stereoscopy, also called stereoscopics or stereo imaging, is a technique for creating or enhancing the illusion of depth in an image by means of stereopsis for binocular vision. The word ''stereoscopy'' derives . Any stereoscopic image is ...
s and one or more controllers. The
video game industry The video game industry is the tertiary industry, tertiary and quaternary industry, quaternary sectors of the entertainment industry that specialize in the video game development, development, marketing, distribution (marketing), distribution, ...
made early attempts at VR in the 1990s, most notably with
Sega is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
's
VR-1 VR-1 is a virtual reality amusement park attraction released by Sega. Installed publicly for the first time in July 1994 at the opening of the original Joypolis indoor theme park, Yokohama Joypolis, it represented the culmination of Sega's Japane ...
and
Virtuality Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), edu ...
for arcades, along with unsuccessful attempts for
home consoles A home video game console is a video game console that is designed to be connected to a display device, such as a television, and an external power source as to play video games. While initial consoles were dedicated units with only a few game ...
with the
Sega VR The Sega VR is an unreleased virtual reality headset developed by Sega in the early 1990s. Planned as an add-on peripheral for the Sega Genesis and only publicly showcased at a number of trade shows and expositions, its release was postponed and ...
prototype and
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles. The history of Nintendo began when craftsman Fusajiro Yamauchi ...
's
Virtual Boy The Virtual Boy is a 32-bit tabletop portable video game console developed and manufactured by Nintendo and released in 1995. Promoted as the first system capable of rendering stereoscopic 3D graphics, it featured a red monochrome display viewe ...
. With the introduction of the first consumer-ready home VR product, the
Oculus Rift Oculus Rift is a discontinued line of virtual reality headsets, virtual reality headsets developed and manufactured by Oculus VR, a virtual reality company founded by Palmer Luckey that is widely credited with reviving the virtual reality indust ...
, in 2013, home VR games soon followed, including existing games adapted for the VR hardware, and new games designed directly for VR. While VR hardware and games grew modestly for the remainder of the 2010s, '' Half-Life: Alyx'', a full VR game developed by
Valve A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or Slurry, slurries) by opening, closing, or partially obstructing various passageways. Valves are technically Pip ...
and released in 2020, was considered the
killer application A killer application (often shortened to killer app) is any software that is so necessary or desirable that it proves the core value of some larger technology, such as its host computer hardware, video game console, software platform, or operatin ...
for VR games. The advent of VR in gaming marks a significant milestone in the quest for fully immersive digital experiences. As VR technology continues to advance, it has the potential to further transform the gaming industry, offering even more interactive experiences that push the boundaries of what is possible through digital entertainment.


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 Jaron Zepel Lanier (, born May 3, 1960) is an American computer scientist, visual artist, computer philosophy writer, technologist, futurist, and composer of contemporary classical music. Considered a founder of the field of virtual reality, La ...
and Thomas G. Zimmerman, former programmers for Atari, Inc., began developing hardware under the name
VPL Research VPL Research was one of the first companies that developed and sold virtual reality products. It was founded by computer scientist Jaron Lanier in 1984. "VPL" stood for "Virtual Programming Languages". In 1990, VPL Research filed for bankruptcy ...
, 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 Mego Corporation () is an American toy company that in its original iteration was first founded in 1954. Originally known as a purveyor of dime store toys, in 1971 the company shifted direction and became famous for producing licensed action figur ...
(AGE) to work with
Mattel Mattel, Inc. ( ) is an American multinational corporation, multinational toy manufacturing and entertainment company headquartered in El Segundo, California. Founded in Los Angeles by Harold Matson and the husband-and-wife duo of Ruth Handler, ...
and
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles. The history of Nintendo began when craftsman Fusajiro Yamauchi ...
to build a low-cost version of the DataGlove to work with the
Nintendo Entertainment System The Nintendo Entertainment System (NES) is an 8-bit home video game console developed and marketed by Nintendo. It was first released in Japan on 15 July 1983 as the and was later released as the redesigned NES in several test markets in the ...
(NES), omitting much of the technical sophistication and movement sensitivity of the DataGlove as to achieve a reasonable consumer cost. The
Power Glove The Power Glove is a controller accessory for the Nintendo Entertainment System. The Power Glove gained public attention due to its early motion control mechanics and significant marketing. However, its two games did not sell well, as it was ...
was released in 1989. The games ''
Super Glove Ball ''Super Glove Ball'' is a game made by Rare in 1990 for the Nintendo Entertainment System, specifically designed to be played with the Power Glove The Power Glove is a controller accessory for the Nintendo Entertainment System. The Powe ...
'' and ''
Bad Street Brawler ''Bad Street Brawler'', originally released for home computers as ''Bop'n Rumble'' in North America and as ''Street Hassle'' in Europe, is a 1987 video game by Beam Software. Versions were released for the ZX Spectrum and Commodore 64 and MS-DOS ...
'' 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.


Early VR games (1990s–2000s)

Interest in VR grew in the 1990s, particularly after the 1992 film '' Lawnmower Man'', which helped popularize the idea of VR headsets with the general public.
Sega is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
developed a low-cost VR device, the
Sega VR The Sega VR is an unreleased virtual reality headset developed by Sega in the early 1990s. Planned as an add-on peripheral for the Sega Genesis and only publicly showcased at a number of trade shows and expositions, its release was postponed and ...
, in the early 1990s, for its arcade games and home consoles; the unit did not advance beyond the prototype stage, though Sega incorporated some of its head-tracking technology into its arcade cabinets. Most notable was the
VR-1 VR-1 is a virtual reality amusement park attraction released by Sega. Installed publicly for the first time in July 1994 at the opening of the original Joypolis indoor theme park, Yokohama Joypolis, it represented the culmination of Sega's Japane ...
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 A light-emitting diode (LED) is a semiconductor device that emits light when current flows through it. Electrons in the semiconductor recombine with electron holes, releasing energy in the form of photons. The color of the light (corre ...
(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 , sometimes transliterated as Gumpei Yokoi, was a Japanese toy maker and video game designer. As a long-time Nintendo employee, he was best known as creator of the Game & Watch handheld system, inventor of the cross-shaped Control Pad, the ...
, Nintendo developed the
Virtual Boy The Virtual Boy is a 32-bit tabletop portable video game console developed and manufactured by Nintendo and released in 1995. Promoted as the first system capable of rendering stereoscopic 3D graphics, it featured a red monochrome display viewe ...
, 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. VR systems without head-mounted hardware were also developed in the 1990s, including the
Cave automatic virtual environment A cave automatic virtual environment (better known by the recursive acronym CAVE) is an immersive virtual reality environment where projectors are directed to between three and six of the walls of a room-sized cube. The name is also a referen ...
(CAVE). CAVE systems included multiple flat screen displays, typically at least three walls to surround the human player, and incorporated some type of tracking sensor system to match the images on the walls to what direction the player was looking. Early applications of CAVE system were game-based demonstrations, but the cost remained prohibitive for commercial deployment even through the 2010s. Around this same time in the 1990s, major innovations in real-time
3D graphics 3D computer graphics, sometimes called CGI, 3D-CGI or three-dimensional computer graphics, are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of perfor ...
had been made across computer, console, and
arcade video game An arcade video game is an arcade game that takes player input from its controls, processes it through electrical or computerized components, and displays output to an electronic monitor or similar display. All arcade video games are coin-oper ...
s, and with further improvements in affordable consumer technologies, arcade games began to decline as they could not compete with these innovations. Arcade game manufacturers instead focused on offering games that could not easily be replicated at home, which included the introduction of VR-based arcade games. For example, the Virtuality Group produced its
Virtuality Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), edu ...
line of arcade games starting in the early 1990s that typically included a VR headset with head-tracking and other features. However, the cost and upkeep of these machines made it difficult to continue support for them. There remained strong interest from academics to explore what VR, along with
augmented reality Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted ...
and other
mixed reality Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted ...
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 ''Pokémon Go'' (stylized as ''Pokémon GO'') is a 2016 augmented reality (AR) mobile game originally developed and published by Niantic in collaboration with Nintendo and The Pokémon Company for iOS and Android devices. It uses mobile devic ...
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 Oculus Rift is a discontinued line of virtual reality headsets, virtual reality headsets developed and manufactured by Oculus VR, a virtual reality company founded by Palmer Luckey that is widely credited with reviving the virtual reality indust ...
is considered the first consumer-ready VR headset and was first released in 2016. The unit was developed by
Palmer Luckey Palmer Freeman Luckey (born September 19, 1992) is an American entrepreneur best known as the founder of Oculus VR and designer of the Oculus Rift, a virtual reality head-mounted display that is widely credited with reviving the virtual reality ...
, and first announced in 2013 as an inexpensive VR option for video games. During testing, Luckey had gained the help of
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
's
John Carmack John D. Carmack II (born August 21, 1970) is an American computer programmer and video game developer. He co-founded the video game company id Software and was the lead programmer of its 1990s games ''Commander Keen'', ''Wolfenstein 3D'', ''Do ...
to develop a VR version of ''
Doom 3 ''Doom 3'' is a 2004 first-person shooter, first-person shooter game developed by id Software and published by Activision. ''Doom 3'' was originally released for Microsoft Windows on August 3, 2004, adapted for Linux later that year, and Vide ...
'' for Oculus. While this helped to successfully demonstrate the Oculus, which led to
Facebook Facebook is a social media and social networking service owned by the American technology conglomerate Meta Platforms, Meta. Created in 2004 by Mark Zuckerberg with four other Harvard College students and roommates, Eduardo Saverin, Andre ...
acquiring Oculus in 2014 for , it also led to a
lawsuit A lawsuit is a proceeding by one or more parties (the plaintiff or claimant) against one or more parties (the defendant) in a civil court of law. The archaic term "suit in law" is found in only a small number of laws still in effect today ...
between
ZeniMax Media ZeniMax Media Inc. is an American video game holding company based in Rockville, Maryland. The company was founded in 1999 by Christopher Weaver and Robert A. Altman as the parent company for Weaver's video game publisher Bethesda Softworks. ...
, id's parent company, against Oculus over
intellectual property theft An intellectual property (IP) infringement is the infringement or violation of an intellectual property right. There are several types of intellectual property rights, such as copyrights, patents, trademarks, industrial designs, plant breeders rig ...
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 Oculus Rift is a discontinued line of virtual reality headsets, virtual reality headsets developed and manufactured by Oculus VR, a virtual reality company founded by Palmer Luckey that is widely credited with reviving the virtual reality indust ...
offered an immersive gaming experience that was unprecedented at the time, heralding a new era for video games. The Oculus Rift's inclusions of high-resolution display and precise head tracking collectively contribute to a deeply immersive environment and richer experience that can accept the hardware requirements of gaming. The Rift also enables intuitive interaction with virtual environments, allowing for a range of actions such as grabbing, throwing, and manipulating objects with realistic precision. All of this is in order to increase immersion of the player when playing fast-paced shooters, adventure games, and simulation experiences. The Oculus Rift announcement led to other VR developments.
Sony Computer Entertainment Sony Interactive Entertainment LLC (SIE) is an American video game and digital entertainment company that is a major subsidiary of Japanese conglomerate Sony, Sony Group Corporation. It primarily operates the PlayStation brand of video game co ...
developed the
PlayStation VR The PlayStation VR (PS VR) is a virtual reality headset developed by Sony Interactive Entertainment, which was released in October 2016. The headset works with the company's PlayStation 4 video game console and is forward compatible with PlaySta ...
system for the
PlayStation 4 The PlayStation 4 (PS4) is a home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15, 2013, in North America, November 29, 2013, in ...
, while
Valve A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or Slurry, slurries) by opening, closing, or partially obstructing various passageways. Valves are technically Pip ...
partnered with HTC to develop the
HTC Vive HTC Vive is a line of Virtual reality, virtual and mixed reality Virtual reality headset, headsets produced by HTC, HTC Corporation. The brand currently encompasses headsets designed for use with Personal computer, personal computers as well a ...
; both of these units were released in 2016. Valve later developed their own headset without HTC, the
Valve Index The Valve Index is a virtual reality headset created and manufactured by Valve Corporation, Valve. Announced on April 30, 2019, the headset was released on June 28 of the same year. The Index is a second-generation headset and the first to be f ...
, which was released in 2019. Despite its successes, the
Oculus Rift Oculus Rift is a discontinued line of virtual reality headsets, virtual reality headsets developed and manufactured by Oculus VR, a virtual reality company founded by Palmer Luckey that is widely credited with reviving the virtual reality indust ...
at the time faced some challenges, including the need for a tethered connection to a PC, which can limit mobility and the overall sense of immersion. Additionally, the initial cost of the headset, combined with the requirement for a high-end PC, made it less accessible to the average consumer. 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 Google LLC (, ) is an American multinational corporation and technology company focusing on online advertising, search engine technology, cloud computing, computer software, quantum computing, e-commerce, consumer electronics, and artificial ...
officially introduced
Google Cardboard Google Cardboard is a discontinued virtual reality (VR) platform developed by Google. Named for its fold-out cardboard viewer into which a smartphone is inserted, the platform was intended as a low-cost system to encourage interest and developm ...
, 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 Samsung Group (; stylised as SΛMSUNG) is a South Korean Multinational corporation, multinational manufacturing Conglomerate (company), conglomerate headquartered in the Samsung Town office complex in Seoul. The group consists of numerous a ...
, in conjunction with Oculus, released the
Samsung Gear VR The Samsung Gear VR is a virtual reality headset developed by Samsung Electronics, in collaboration with Oculus VR, and manufactured by Samsung. The headset was released on August 21, 2015. When in use, a compatible Samsung Galaxy device acts as ...
in 2015 to support its
Samsung Galaxy Samsung Galaxy (; stylized as SΛMSUNG Galaxy since 2015 (except Japan where it omitted the Samsung branding up until 2023), previously stylized as Samsung GALAXY; abbreviated as SG) is a series of computing, Android mobile computing and wear ...
smartphones; services for the Gear VR ended in 2020. Nintendo released the
Nintendo Labo VR Kit is a series of toys-to-life video games developed and published by Nintendo for the Nintendo Switch. Gameplay consists of players constructing Toy-Cons from kits that include cardboard cut-outs and other materials in combination with the consol ...
in 2019 as part of its Labo series of
toys-to-life Toys-to-life is a video game feature using physical figurines or action figures to interact within the game. There are several technologies used to make physical figurines appear in game such as image recognition, quick response (QR) codes, Blue ...
cardboard products. A handful of
Nintendo Switch The is a video game console developed by Nintendo and released worldwide in most regions on March 3, 2017. Released in the middle of the Eighth generation of video game consoles, eighth generation of home consoles, the Switch succeeded the ...
games support Labo VR functionality, such as the 2017 games ''
Super Mario Odyssey is a 2017 platform game developed and published by Nintendo for the Nintendo Switch. An installment in the ''Super Mario'' series, it follows Mario and his new ally Cappy—a sentient hat—as they journey across various kingdoms to save Prince ...
'' 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 killer application (often shortened to killer app) is any software that is so necessary or desirable that it proves the core value of some larger technology, such as its host computer hardware, video game console, software platform, or operatin ...
, 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 ''Beat Saber'' is a virtual reality rhythm game developed by Ján Ilavský, Vladimír Hrinčár, and Peter Hrinčár. The game was published by Czech game developer Beat Games and was later obtained by Oculus Studios. It takes place in many di ...
'', 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 A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or Slurry, slurries) by opening, closing, or partially obstructing various passageways. Valves are technically Pip ...
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 ''Boneworks'' is a 2019 first-person shooter game developed and published by Brandon Laatsch, Stress Level Zero. The game is designed to be entirely Game physics, physics-based, with the player controlling a full virtual body that responds not j ...
''. Within a week of ''Alyx''s 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''. In 2024,
Apple Inc. Apple Inc. is an American multinational corporation and technology company headquartered in Cupertino, California, in Silicon Valley. It is best known for its consumer electronics, software, and services. Founded in 1976 as Apple Comput ...
released
Apple Vision Pro The Apple Vision Pro is a mixed reality, mixed-reality headset developed by Apple Inc., Apple. It was announced on June 5, 2023, at Apple's Worldwide Developers Conference (WWDC) and was released first in the US, then in global territories thr ...
. 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

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 In 3D human-computer interaction, positional tracking, also called pose tracking, is a process that tracks the position and/or orientation of head-mounted displays, controllers, or other input devices within Euclidean space. Pose tracking is of ...
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 Eye tracking is the process of measuring either the point of gaze (where one is looking) or the motion of an eye relative to the head. An eye tracker is a device for measuring eye positions and eye movement. Eye trackers are used in research ...
. To provide immersive audio, either
surround sound Surround sound is a technique for enriching the fidelity and depth of sound reproduction by using multiple audio channels from speakers that surround the listener ( surround channels). Its first application was in movie theaters. Prior to ...
speaker systems are used, or headsets may be outfitted with speakers or headphones for the player that provide
3D audio effect 3D audio effects are a group of sound effects that manipulate the sound produced by stereo speakers, surround-sound speakers, speaker-arrays, or headphones. This frequently involves the virtual placement of sound sources anywhere in three-dimens ...
s. Some type of player input is also required. This is most commonly provided through the use of one or more
game controller A game controller, gaming controller, or simply controller, is an input device or Input/Output Device, input/output device used with video games or entertainment systems to provide input to a video game. Input devices that have been classified as ...
s. A controller can be as simple as a keyboard-and-mouse (KBM) or a standard game controller, or may be specialized hardware that includes positional tracking. Most often for specialized VR hardware, the player will have two controllers, one for each hand. These controllers may also provide haptic feedback to the user. In addition, to the ever-advancing headsets, VR systems have begun to include more gear like specific hardware that can be used for games or other training solutions. Specifically, there have been many improvements to the various applications these headsets can be used for like military training and fitness, where sometimes it is crucial that there is certain other hardware attached. Military training has been crucial especially for the Space Force, Navy, Army, and Air Force. It is the preferred method as it allows for people to be trained in high quality simulations. In these scenarios, if special gear is required it can always be developed and paired with the headset. Additionally, there are fitness solutions that have been tailed to VR to provide the best experience, like tennis and boxing, where if there was additional hardware added it would make the experience better. VR equipment can be categorized into three groups based on the way it is used: standing, sitting, and lying down.


Controls

Nearly all VR games are played from a
first-person perspective A first-person narrative (also known as a first-person perspective, voice, point of view, etc.) is a mode of storytelling in which a storyteller recounts events from that storyteller's own personal point of view, using first-person grammar suc ...
to take advantage of the level of immersion created by the headset. Player input, which includes the motion of their head, hands, and body and any controller buttons or triggers they depress, are translated into actions within the game. Most commonly, the player's view of the game's environment will track with how they move their hand, and they will be shown virtual hands to guide them how to interact with the environment, with VR translating the player's motions one-to-one with the virtual appendages. While games can be controlled through traditional controls such as KBM or a standard console controller, these interfaces break the level of immersion, and instead, more specialized controllers are used, typically designed to fit naturally into a player's hand. VR offers several novel control schemes - how the player manipulates their in-game character through the game world and the direction they are looking - compared to the traditional free look or mouselook offered by the traditional KBM or standard controller. Movement and aim may be coupled between the headset and the controllers or may be decoupled, typically with the headset controlling the direction of movement and controller the aim, which generally leads to more immersive experiences. VR movement schemes vary to balance immersion and comfort. Room-scale tracking enables users to physically move within a designated area, with their real-world movements mirrored in the virtual environment, offering high realism but requiring sufficient space and/or specialized hardware. Teleportation allows users to point to a destination and instantly "jump" there, reducing motion sickness but potentially disrupting immersion. Smooth locomotion involves continuous movement through joystick controls, appealing to traditional gamers but with a higher risk of inducing motion sickness. Dash or blink movement provides rapid transitions to new locations, aiming to balance comfort and immersion by combining elements of teleportation and smooth locomotion. Some VR systems such as the HTC Vive and Oculus offer
room scale Room-scale is a design paradigm for virtual reality (VR) experiences which allows users to freely walk around a play area, with their real-life motion reflected in the VR environment. Using 360 degree tracking equipment such as infrared sensors, th ...
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 ''Job Simulator: The 2050 Archives'', (also known as simply ''Job Simulator''), is a virtual reality simulation video game developed and published by Owlchemy Labs for Microsoft Windows, PlayStation 4, PlayStation 5, Apple Vision Pro, Oculus Q ...
'' and ''
Rec Room A recreation room (also known as a rec room, rumpus room, play room, playroom, games room, or ruckus room) is a room used for a variety of purposes, such as parties, games and other everyday or casual activities. The term ''recreation room'' is m ...
''. 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

Virtual reality depicts 3D drawn components to create a virtual environment, immersing users to an alternative reality that also provides sensory experiences with vision and hearing. VR games are designed to enhance
immersion Immersion may refer to: The arts * "Immersion", a 2012 story by Aliette de Bodard * ''Immersion'', a French comic book series by Léo Quievreux * ''Immersion'' (album), the third album by Australian group Pendulum * ''Immersion'' (film), a 2021 ...
—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. Incorporating gaming as a form of virtual reality has allowed users to experience an immersive environment that also includes challenging and engaging aspects. A virtual reality environment contains three crucial elements: imagination, interactivity, and immersion. Through visual design, sound design, as well as haptic feedback are all components that contribute to imagining an alternate virtual world. Allowing in depth interactivity is another important element of the environment, as providing users with immediate interactive feedback as well as response regarding vision, hearing, and touch perception make the dynamics of the virtual world feel more in line with the real world. Lastly, appropriate response to user input with intuitive feedback and a sense of discovery and freshness must be fostered to create an immersive world for the user. 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 rate, most commonly expressed in frame/s, or FPS, is typically the frequency (rate) at which consecutive images (Film frame, frames) are captured or displayed. This definition applies to film and video cameras, computer animation, and moti ...
. 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. In the late 1990s, this computational power could only reasonably be delivered by high-performance workstations such as those from
Sun Microsystems Sun Microsystems, Inc., often known as Sun for short, was an American technology company that existed from 1982 to 2010 which developed and sold computers, computer components, software, and information technology services. Sun contributed sig ...
and
Silicon Graphics Silicon Graphics, Inc. (stylized as SiliconGraphics before 1999, later rebranded SGI, historically known as Silicon Graphics Computer Systems or SGCS) was an American high-performance computing manufacturer, producing computer hardware and soft ...
. Since then, improvements in
graphics processor A graphics processing unit (GPU) is a specialized electronic circuit designed for digital image processing and to accelerate computer graphics, being present either as a discrete video card or embedded on motherboards, mobile phones, personal co ...
technology and
game engine A game engine is a software framework primarily designed for the development of video games which generally includes relevant libraries and support programs such as a level editor. The "engine" terminology is akin to the term " software engine" u ...
s with optimized rendering systems give consumer-grade hardware the capacity to perform high-speed real-time 3D rendering at 60 Hz or greater at resolutions appropriate for VR applications. The second bottleneck is the processing time to convert tracking sensor information into feedback that is incorporated into the game. Earlier VR systems took some time for complete acquisition of all tracking sensor information into usable feedback to the user, but this was at a longer timescale compared to the traditional inputs and the display feedback cycle. Improvements have been made since in sensor technology and the software libraries to register movements, and VR games can also include other methods such as limited prediction of a player's movements, to bring sense feedback to the same timescale as rendering. Both issues combine to the overall factor of synchronization between the feedback loops. If the game takes too long to respond to a player's action, even if more than about 25 milliseconds, it further breaks the sense of immersion. While many of the latency problems are resolved with the VR hardware of the 2010s, VR games still must be programmed with these concerns in mind. Motion sickness is a huge problem within the virtual reality / mixed reality world. It typically occurs when there is a high latency, low refresh rate, incorrect inter pupillary distance, and inaccurate hand tracking. When there is a high latency and low refresh rate, where the environment doesn't update as the mind and eyes expects like in real life, motion sickness begins to take over. It takes the whole process from a fluent, fun experience to a terrible one that leaves your mind and eyes confused. Additionally, a major part of virtual reality headsets is the distance between the lenses. If the distance does not accurately match the distance between the user's pupils, motion sickness can also be triggered. Lastly, when the platform does not have accurate hand tracking it creates confusion from what the mind expects to what the mind sees.


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 Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted ...
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 (''DDR'') is a music video game series produced by Konami. Introduced in Japan in 1998 as part of the Bemani series, and released in North America and Europe in 1999, ''Dance Dance Revolution'' is the pioneering series of the rhythm and dance ...
'' and ''
Guitar Hero ''Guitar Hero'' is a series of rhythm games first released in 2005, in which players use a guitar-shaped game controller to simulate playing primarily lead guitar, lead, bass guitar, bass, and rhythm guitar across numerous songs. Players match ...
'', or games featuring
motion controls In computing, a motion controller is a type of input device that uses accelerometers, gyroscopes, cameras, or other sensors to track motion. Motion controllers see use as game controllers, for virtual reality and other simulation purposes, and ...
such as many
Wii The Wii ( ) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006, in North America, and in December 2006 for most other regions of the world. It is Nintendo's fifth major home game console, f ...
-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.


Cross-platform development

Cross-platform compatibility in VR games plays a vital role in extending the reach of VR experiences to diverse devices, operating systems, and hardware configurations. With VR continuing to evolve, developers face unique challenges in designing games that provide consistent, high-quality performance across desktop systems (e.g., Windows, macOS), mobile platforms, and a variety of VR headsets, including Meta Quest, HTC Vive, and PlayStation VR. Achieving this cross-platform functionality requires strategic use of adaptable game engines, efficient 3D modeling techniques, and optimization processes to ensure that users have immersive, uninterrupted experiences regardless of their chosen platform. The choice of game engine is critical for VR game developers aiming for cross-platform distribution. Leading engines like Unreal Engine 4 (UE4) and Unity stand out for their flexibility, VR-specific tools, and expansive community support. Unreal Engine 4, for instance, incorporates a sophisticated visual scripting system called Blueprints, enabling developers to create VR interactions and gameplay mechanics without needing advanced programming skills. Blueprints allow teams to rapidly prototype and refine VR experiences, making it easier for developers to implement complex interactive elements, such as avatar controls, movement systems, and environmental interactions, that translate well across multiple platforms. Additionally, UE4's open-source code and robust asset management system support customizations that facilitate high-quality rendering on both high-end VR systems and mobile-based VR headsets. Unity, another widely-used engine for VR, also offers extensive cross-platform support and compatibility with multiple VR devices, making it a practical choice for developers focused on wide-reaching VR applications. Unity's VR development tools and intuitive interface facilitate the creation of immersive environments, allowing developers to fine-tune graphics and performance settings according to the specifications of different devices. This adaptability is particularly beneficial for multi-platform VR games, where users may access the game via a range of devices with varying computational capabilities. For example, Unity's lightweight scripting API and its support for the Vulkan graphics API enable it to run smoothly on both Android-based mobile VR headsets and high-performance desktop VR systems. One of the core elements of successful VR game development, especially for cross-platform use, is creating immersive, multiuser environments. Multiuser features enable players to engage with others in real time, establishing a virtual community within the game and amplifying the immersive experience. Platforms like Epic Online Services (EOS) support multiuser interactions by providing tools for user sessions, voice communication, and avatar customization. In VR games, these features foster social interactions that contribute to player engagement and immersion, encouraging collaborative gameplay and shared experiences in a virtual space. EOS's integration within Unreal Engine allows developers to seamlessly incorporate multiplayer components into VR games, supporting both cooperative and competitive play. Additionally, voice systems, integrated through services such as Vivox, allow players to communicate directly within the VR environment, enhancing immersion and enabling real-time strategy and cooperation among users. Optimization is a pivotal aspect of making VR applications perform well across platforms. High-detail 3D models, textures, and animations that work on high-end systems may not perform as smoothly on mobile VR devices due to differences in processing power and memory. For this reason, developers use methods like polygon reduction and efficient data transfer protocols to maintain visual quality while ensuring optimal performance on a range of devices. Unreal Engine 4, for example, supports the Datasmith transfer method, which facilitates the import of detailed 3D assets from external modeling software such as Autodesk's 3ds Max and Maya. Datasmith simplifies the transition of high-detail models to VR-ready formats, enabling models to retain essential visual fidelity while minimizing computational demands on mobile VR headsets. Autodesk's 3ds Max and other modeling tools play an essential role in VR development, providing capabilities for creating complex, high-polygon models that can then be retopologized or optimized for VR. Retopology, or the process of simplifying high-polygon models, allows developers to reduce the number of polygons in 3D assets, significantly improving rendering performance on VR platforms with lower processing capabilities, such as Meta Quest. Meta Quest, for example, is optimized for models with 300,000–500,000 polygons, while high-end VR devices may handle up to 2 million polygons, necessitating careful optimization by developers aiming for multi-platform compatibility. The exportation phase marks the final step in cross-platform VR game development. Once all elements are optimized and tested, the project is compiled and packaged for the intended platforms, with considerations for compatibility across desktop, mobile, and VR-specific operating systems. UE4 and Unity both streamline this exportation process, allowing developers to select target platforms and configure settings to ensure performance stability on each. For example, Unreal Engine's packaging tools enable developers to export applications compatible with Windows, macOS, Android, and iOS, or VR headsets like Meta Quest, which require dedicated optimization to ensure fluid frame rates and immersive experiences on mobile chipsets. Through the integration of robust multiuser systems, optimized 3D modeling techniques, and adaptive game engines, cross-platform VR game development continues to evolve. As hardware capabilities and VR ecosystems expand, these practices allow developers to meet the growing demand for VR games that provide consistent, immersive experiences across platforms, fostering an inclusive and engaging VR landscape.


Impact on health care

The integration of Virtual Reality games into the field of
health Health has a variety of definitions, which have been used for different purposes over time. In general, it refers to physical and emotional well-being, especially that associated with normal functioning of the human body, absent of disease, p ...
mark an evolution in how immersive technologies can influence human behavior and learning processes. In healthcare, VR games have emerged as a revolutionary tool for
physical rehabilitation Physical therapy (PT), also known as physiotherapy, is a healthcare profession, as well as the care provided by physical therapists who promote, maintain, or restore health through patient education, physical intervention, disease prevention, ...
, psychological therapy, and
health education Health education is a profession of educating people about health. Areas within this profession encompass environmental health, physical health, social health, emotional health, intellectual health, and spiritual health, as well as sexual and r ...
, offering interactive and immersive methods to improve patient outcomes. One example of VR in healthcare is the effectiveness of VR games on improving health in elderly post-stroke patients, revealing VR sports games as more effective than traditional rehabilitation training on improving cognitive, physical, and emotional functions. Additionally, VR games have been applied in mental health treatment, offering exposure therapy for
phobias The English language, English suffixes -phobia, -phobic, -phobe (from Ancient Greek, Greek φόβος ''phobos'', "fear") occur in technical usage in psychiatry to construct words that describe irrational, abnormal, unwarranted, persistent, o ...
,
anxiety Anxiety is an emotion characterised by an unpleasant state of inner wikt:turmoil, turmoil and includes feelings of dread over Anticipation, anticipated events. Anxiety is different from fear in that fear is defined as the emotional response ...
, and
PTSD Post-traumatic stress disorder (PTSD) is a mental disorder that develops from experiencing a traumatic event, such as sexual assault, domestic violence, child abuse, warfare and its associated traumas, natural disaster, traffic collision, ...
in a safe, but realistic environment. As vulnerability to stress is directly linked to poor mental health, VR games that stimulate relaxation aims to help people with mental health conditions by reducing stress in a fully immersive environment. A specific application of VR games is for people living in busy cities to get to experience a real-world simulation of peaceful woodland or relaxing farmhouse, reducing all the stress that could potentially come from their environment. Many virtual reality gaming platforms include an option to develop an avatar, giving players the ability to represent themselves however they see fit. While some players use avatars to simply play the game, other users feel a deep sense of connection to their online personas. This creates a medium in which players can display their identity and appearance to other players, gaining a chance to have positive interactions that can fuel empowerment among social identities, especially gender expression. Furthermore, advanced VR platforms like OSSO VR and ImmersiveTouch are extending the impact of VR beyond gaming into surgical training, patient engagement, and personalized healthcare planning. These tools use haptic feedback, real-time 3D imaging, and immersive simulations to revolutionize medical education and improve patient outcomes, demonstrating the broader potential of VR in healthcare. Exercise games are another form of virtual reality game in a physical and mental health application. Games such as Audioshield or
Beat Saber ''Beat Saber'' is a virtual reality rhythm game developed by Ján Ilavský, Vladimír Hrinčár, and Peter Hrinčár. The game was published by Czech game developer Beat Games and was later obtained by Oculus Studios. It takes place in many di ...
are rhythm based VR games where lots of physical activity is involved in playing the game. There are also rehabilitation games where motion capture technology with the VR game technology is used alongside 2D televisions and HMDs in a way to assist stroke recovery. Cognitive health games are also common, where puzzles, matching patterns, repetitive activity act as a way to promote positive behaviors in the player. One of the earliest examples is SnowWorld, which uses HMD-VR technology and helps burn patients to reduce their pain by throwing snowballs at snowmen and penguins. There is also research being done on integrating VR games with cognitive behavior therapies. Not only can VR games be useful for treatment of mental and physical health, but it can also be used as a tool to diagnose, manage, and treat an individual's health without needing to go to a clinic. There are current risks with VR gaming being used as a coping mechanism that reduces real-world situations to just a simulation, but if addressed properly, VR gaming can become a modern advancement in the field of health. Similarly, VR platforms like ImmersiveTouch have introduced groundbreaking methods for pre-operative planning and surgical simulations, transforming traditional 2D imaging into fully interactive 3D VR models. These systems not only enhance surgical precision but also empower patients by involving them in their treatment process, fostering better understanding and reducing anxiety. The integration of such technologies underscores the vast potential of VR to redefine healthcare practices, creating new pathways for both treatment and education.


See also

* Comparison of virtual reality headsets


References

https://papers.ssrn.com/sol3/papers.cfm?abstract_id=4611167#:~:text=Khritish%20Swargiary,-Independent&text=The%20study%20aimed%20to%20investigate,learning%20at%20the%20schooling%20level. {{Mixed reality