VR Beyond Gaming: 4 Potential Consumer Uses

Virtual reality is most closely associated with gaming and with practical applications in specific industries. Gaming certainly gets the most attention, but we know that there are uses for VR elsewhere as well: It’s discussed as being valuable in education, it’s put to use in healthcare in various ways, etc. The applications we don’t hear about very often however, yet which are in development and already exist in some cases, are those for everyday consumer use that aren’t ordinary gaming. These applications occupy a sort of middle ground between video games and institutional utility, and despite the relative lack of attention they could wind up being among the most widely appreciated areas of activity in VR. Online casinos certainly occupy a space adjacent to gaming, but most don’t consider them under the exact same umbrella as traditional video games. Yet this is a significant industry that can and will attract major consumer interest in virtual reality.

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