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Showing posts with label VR. Show all posts
Showing posts with label VR. Show all posts

Monday, 14 November 2016

Guest Blog: VR production and the evolution from storytelling to story-living

VR is a new medium with many emerging genres and complex production methods, so when briefs come into REWIND, the first thing we do is get clarity on what exactly is required. Is it as simple as linear 360 degree video or as complex as a VR Experience (VRE)?  Both are fantastic in their own way, but could not be further from each other in their creation.

Storytelling to story-living
The difference in user experience between these two bookends of content production can be described as ‘story-telling’ to ‘story-living'.  Storytelling applies to current film and also to 360 degree video, it’s a linear experience, the user is a passive observer. But with 360 video you get some level of immersion although it’s limited as you cannot fully interact with your environment. Story-living on the other hand applies to VRE where ‘presence’ - the real magic of VR -  is at it’s most powerful. The perception of being physically present in a non physical world is an incredibly powerful sensation. Within VRE you can fully interact with the environment you find yourself in, you can even walk around, you are fully immersed, you truly ‘live’ the story you find yourself in. Traditional film is a window into a story. In VR, you are the story.



VR requires an entirely new type of storytelling
VR requires new storytelling rules and everyone is still trying to figure them out! Unlike traditional film-making where the director has complete control over what the audience gets to see, VR allows viewers to make their own decisions about what they focus on in the scene. This is a potential problem that no one quite has the answer to yet: how do you keep the level of freedom and interaction that VR allows the viewer, while making sure they don’t miss any of the key elements of your piece? There are several options open to the director to ensure the audience’s attention can be focused when necessary; lighting and sound cues, changing the focal point of an object or character on-screen, or even verbal/action cues can be a powerful tool. In ‘Back To Dinosaur Island’ Crytek used a dragonfly moving around the player’s “head” to direct their attention and ensure that they get a good look at every part of the environment.

Creating ‘presence’ and considering the user
‘Presence’ refers to audience participation within VR, something which can be greater or smaller depending on the type of experience they’re viewing. Directors will need to decide what level of engagement they want, and ensure that the right balance is struck; if a scene is too intimate without acknowledging the viewer, it's likely users will feel uncomfortable and intrusive. Conversely, if your viewer feels like an outsider they can quickly become disengaged and disinterested.


Pushing the level of immersion

‘Home’, the epic spacewalk experience REWIND created with the BBC is a prime example of story-living. The 15 minute VRX was created in Unreal 4 for HTC’s Vive, and the content was in part inspired by NASA's training programme and the astonishing experiences of its astronauts. ‘Home’s ambition as a piece of VR is to combine a strong narrative and sense of drama with the incredible impact possible in an immersive experience to encourage and enhance the public’s interest in space. The level of immersion is heightened at live events by the integration of heart rate monitors that feed back into the experience, recreating the sound of the user’s own heartbeat in their headset. This is combined with an integrated live mic that is acoustically treated and delivered back into the experience, relaying the sound of their own breathing. The ambient sound is spatial and creates the claustrophobia of the astronaut’s helmet and the unnerving sounds of your own body and your space suit's life support system. A gaming chair is also used to provide haptic feedback to make the experience as real as possible. 

Solomon Rogers is founder of VR and creative digital agency, REWIND. His talk 'VR Production: From Story-telling to Story-living" will take place at 3.30pm, room two.

Friday, 4 November 2016

Guest Blog: Demoing VR is still key to audience engagement

When it comes to marketing a product, in regards to any product not just virtual reality content,  showcasing the product to your audience is important. With VR, it allows us to help work towards building the future audiences. You’ll hear influencers and speakers talk about “when VR headsets are adopted by the mainstream audience or general public” – there are necessary hoops we must go through until this becomes true for all major headsets that are now available to purchase. 

VR is no longer the rare product that appears in the corners of major game or tech events. It is now a key attraction, gathering extensive crowds and queues. In fact, event organisers and floor planners are working it into their strategy, having to take special measures for VR kit such as; dividers to ensure VR setups don’t interfere with each other, additional space for safety and ensuring room for larger than average queues.


Conference organisers have begun creating VR tracks, panels and talking with the major headset providers such as HTC, Sony & Oculus, pitching for them to take demo space on the main floors to try and satisfy demand.

Encouraging consumer adoption is important for developers and content creators as they don’t want the games and experiences they have spent months (even years) creating to flop, after all studios and publishers need to make enough money to ensure they afford their next production. Demoing headsets and content is an important part of this process, not only to promote their game but the whole medium of virtual reality.

Breaking Fourth's David Kaskel about to demo virtual reality to a customer at VRUK (Feb, 2016)
VR production studio Breaking Fourth, took the demo concept one step further. In July 2016, they held a theatre run for their debut production ‘Ctrl’. This involved placing 20 people at a time in their VR creation, providing viewers with a first-hand look at both the technology and the storytelling skills of the studio. Being held in a theatre, this approach also took the VR demo concept and transformed it into the premise for an exciting night out. It was met with rave reviews from CityAm, Wired and VRFocus.

Seeing is believing is crucial for this industry. A lot people need to try out technology before they want to use it. You go to the apple store to try out the newest apple watch before you buy it. The same applies to VR, it is an investment for the future. VR will be a big part of our home life in years to come. But like every larger purchase, you must give it a go before you make that investment.

By Bertie Mills, co-founder and MD of Virtual Umbrella 

Friday, 28 October 2016

Guest Blog - Notes from a Virtual Island.

The observant amongst you will have noticed that I have spent a fair chunk of my recent independent status travelling. The last 3 months have had at least one long haul trip per month plus a few local ones too. Aside from the jetlag and suitcase living, this has given me the opportunity to look beyond the confines of UK (and even European) dev scene to see the burgeoning industry of VR development. I have been to a number of international events, from EDEF, a new digital festival and part of the Edinburgh fringe to CEDEC, and Japanese game developers conference with a number of western and international speakers. And not forgetting the up and coming Develop VR in our very own London town. I have seen a number of trends over the last few months so I thought I would take this opportunity to relate a few here.

  • There is definitely a UK VR development scene. Two or three years ago, you would find myself, Patrick (nDreams) and a handful of other VR evangelists doing all we could to promote the idea of VR being a new medium. We would be met by enthusiastic amateurs & self-assured skeptics in equal measure. But this has changed. Last week at an in silicon valley I met with a number of global VR developers and there is definitely a UK VR dev scene. More than a handful of eccentric enthusiasts, these are real companies with anything up to 50 employees making significant sized VR games & content. And the skeptics have changed their tune slightly from “if” to “when”. Seeing Mark Zuckerberg handling the recent oculus social demos himself is a clear sign that smart money and smart thinking believe VR not just to be a new entertainment platform, but a new medium for interacting with computers and with other people.

  • As well as the developers mentioned above, I have seen a clear trend of media content companies emerging. These are smart people from established industries from music, TV, movies and education. A week does not go by without someone contacting me to “help” a new company hire a team to build their creative vision. Although this is great for freelance developers, there is a significant risk here: most of these new formed companies have a great understanding of content and audience, but lack the technical chops to pull it off. Believing, as most do outside traditional development, that lots of features they have experienced in demos, come for free. In short, they lack a CTO and a clear technological strategy. While we await the growth of the VR install base, this is a great opportunity for developers to earn some cash.

  • This leads to the big question: when will VR adoption become mainstream and what are the financial rewards. As yet, there are a few indies who have made back their dev costs quickly and are enjoying decent profit. To be honest, these are relatively few. Perhaps by choosing a cheap indie art style and being one of the early few “hits”. This does reinforce my opinion that VR warrants the chance for new IP to take on the big traditional games with experiences designed for VR. The recent release of Playstation VR is the first big test of consumer adoption with the google daydream following close behind.
  • Most recently, I have seen signs of the second wave of content. The first wave is cool, interesting games like unseen diplomacy, job simulator and universe sandbox squared. Although definitely engaging, these are pretty much one mechanic games appealing to the early adopters. I am sure we will see evolutions of these early games, but the second wave have deeper more complex mechanics. Take the recently announced Robo Recall, teleporting is becoming an established and comfortable form of navigation. In Robo Recall, this is designed into the game. You navigate by choosing a different Robot to take over. It’s a compelling game with a number of mechanics working together. Similarly, Lone Echo uses your arms to pull you around in space as a relatively new navigation mechanic.

That is all for now, I think the next big moment to take stock will be after the holiday season. We will be able see just how much demand there is for VR, what games people are really enjoying and how long they wish to play them for. I will keep on the look out and report back. In the meantime, good luck to all those launch titles for PSVR and google daydream.

Dave Ranyard

Tuesday, 4 October 2016

Guest Blog: Hosting a VR Gamejam

Earlier this month, we hosted a 24hr Oculus Touch VR Hackathon at The Old Market Theatre in Hove, UK as part of their #TOMTech series of events that run over the course of the month-long September “Brighton Digital Festival”.

The lucky winners clutching their prizes, with judges from Unity & VR Focus

The purpose of holding the event was to allow access to unreleased technology that many indie developers interested in Virtual Reality hadn’t been able to get their hands on, as well as expanding knowledge and understanding of VR development as a whole, whilst promoting community and building relationships within the local area.

The overall winners

Attendees came from nearby or far away, with one flying over from Prague specifically for the event as Oculus Rift is not available there yet, let alone the Oculus Touch motion-tracked controllers. Over the course of a day, night and a bit of the following morning, two working minigames were created as a result and the winners judged by representatives of Unity and VR Focus.

We decided to include the two working mini-games into the vrLAB showcase (something we were also co-hosting at the theatre over the following few days) as a reward to the developers.

Runners-up with special recognition for fun factor

In a short period of time, we were able to reach out and gain support direct from Oculus through our existing relationship manager, via the provision of Oculus Rift VR headsets and Oculus Touch controllers for the teams to use. Sponsorship came in the form of last minute saviours AMD providing x5 VR-Ready PCs so that each team had a VR-capable machine to develop / test on.

Food and drink was provided by our other main sponsor Unity, who have a local office in Brighton and love to support the community. Promotion sponsorship was assisted by local organisations Wired Sussex and Brighton Digital Catapult Centre who are co-sponsors of the overall TOMTech events.

Whilst this was our first hackathon / gamejam that we had organised and it was successful overall, there were some key lessons we learned that will share with you now, ready for next time or if you want to host your own. We had reached out to a couple of seasoned gamejam and VR hackathon event organisers in the US, namely Eva Hoerth (@downtohoerth) who provided some excellent advice, which will be included below.

Lessons Learned

  1. Hold it on day/s / night/s that are easy for people to attend - due to scheduling of other events around the day we had available, our hackathon had to be held on a Thursday leading into Friday and only ran for 24hrs. Allow more time for more development, more sleep and hold it over a weekend when people are able to not have to juggle work commitments and attend.
  2. Charge a nominal fee - whilst free is always best and most attractive, charging a small fee for events organised on Eventbrite helps guarantee signed-up attendee actually appear on the day. Donate the money to a worthy related charity or towards the food / drinks if you do not want to appear to be profiteering.
  3. Make sure teams have appropriate hardware to develop on - whilst it is typical that gamejams require devs to bring their own dev hardware i.e. laptops usually, the nature of VR means that a minimum spec VR-Ready PC is needed for efficient development, prototyping and importantly, testing on. Whilst we initially planned on having one or two available for all teams to hop onto, AMD providing a PC for each team was a life-saver.
  4. Make sure there is adequate internet access, wired and wifi, so that teams are able to access asset stores, tutorials, necessary software patches and installers that they may not have setup prior to the event (NB. We provided a long list of required tools for the development environment with Unity, Oculus SDKs and links to tutorials etc in the event listing but still, prepare for the unprepared.)
  5. Run workshops prior to the main development event itself with experienced developers in the area/s related to the gamejam presenting talks and tutorials - developers of all ranges and abilities will be interested in attending and whilst you can pair novice with expert level devs, it’s best to provide a grounding in the design processes, methodologies and technical aspects of VR development so that everyone can start feeling confident and focused on the long hours ahead. We unfortunately could not arrange this in time but will do for the next one.
  6. Ensure that there is enough breakout space for teams to spread out and setup their own design and development area as they wish - we were lucky in that we had the whole main hall of a theatre to use so space wasn’t an issue for us with the number of attendees we had.
  7. Ensure that there is enough quiet space for developers to sleep and/or take a break - whilst our hackathon was only 24hrs, devs took off approx’ 5 hrs each on average away from coding to sleep with short breaks between to eat, drink, walk about and stretch their legs. With a longer event with higher number of attendees, this would have to be factored in but from experience, a sleeping bag under a desk or on a sofa is good enough for many. We were fortunate in that the theatre had a host of interconnected rooms for a variety of purposes, from the green room with long sofas and lazy boys, to dressing rooms, bar area, back stage and more. Sleeping in a dressing room made up to reflect The Guardian’s “6x9” 360º film solitary confinement experience was a little un-nerving however.
  8. In relation to point 7., as organisers be prepared to have a shift team rotating presence throughout the event or as with ours being 24hrs, be prepared to sleep at the venue too - this ensures that you see what’s going on, can monitor any issues that arise, troubleshoot technically and maintain a sense of connection to the developers working away.
  9. Ensure that your event is open to all, inclusive, encourages diversity and everyone of any ability - developers want to create experiences, no matter their background or interests, in a safe, unthreatening environment. Whilst personally haven’t witnessed any issues in this country, advice from abroad was to ensure all genders are made to feel welcome and valued, especially in an industry that typically tends to be male-dominated. Have clear guidelines as to outcomes of unacceptable behaviour.
  10. Have fun! Don’t forget the purpose is to create games or interactive experiences that whilst under pressure from the clock, stress around development and organisation can and should be reduced so that everyone has a good

Uniquely mostly for the event we ran in relation to the subsequent VR showcase, remember also that things created quickly aren’t going to be the most stable or bug-free finished products, nor are they necessarily going to be designed for repeated use by the general public at that state of development.

Whilst putting the resulting two finished mini-games into the vrLAB showcase was received very well by all who tried them, bugs and real-world usage resulted in more time than expected having to be spent running the installations and even a couple of Oculus Rifts getting broken. But they had fun, we had fun and we would totally do it all again (in fact we will be in December, watch this
space…)

By Sam Watts

Sam Watts has been involved in interactive, immersive content production for over 15 years, from learning development and simulation to AAA and casual games. Currently employed as Operations Lead for Make REAL and Game Producer for Tammeka, he keeps busy by evangelising the possibilities and real world benefits of immersive technologies like VR and AR to anyone who will listen. Tammeka’s first VR game ‘Radial-G : Racing Revolved’ launched alongside Oculus Rift in March and HTC Vive in April 2016. Make REAL are currently powering the McDonald’s “Follow Our Foodsteps” VR farming experiences at numerous agricultural and countryside shows around the
UK.

Thursday, 15 September 2016

Guest Blog: Developing for VR - Lessons from the Leaders

In this article I’ve interviewed seven leading VR/AR developers to better understand their motivations, challenges, and hopes for the future of the platform. I’ve summarised their answers below.

The people interviewed were:
Patrick O’Luanaigh of nDreams (VR only)
James Marsden of Futurlab (traditional and VR games)
Martin de Ronde of Force Field (VR/AR)
Dave Ranyard - independent VR developer (VR only)
Jason Kingsley of Rebellion (traditional and VR games)
Sam Watts of Tammeka Games (VR only)
Mark Knowles-Lee of Fracture Games (AR only)

Q1. What motivates you to develop for VR?
New challenges - the unknown.
New experiences – possible through new interactions.
Innovation – new possibilities for creativity.
New opportunities - cutting through the noise of other games.

Q2. How do you decide which platforms to target?
Target them all. Many of the studios stated that they’re device agnostic.
Target platforms with unique differentiators. i.e. if a specific device has a differentiating feature, how can you make best use of that.
Go where the audience is. E.g nDreams only develop for devices which they think will sell over one million units.)
The game concept dictates the platform.
Make use of existing partnerships. E.g Futurelab have a fruitful relationship with Sony so it was natural for them to begin working on PlayStation VR.


Q3. What are the specific development issues you face?
People’s variation in sensitivity makes it difficult to design for. Several studios comment about always needing ‘fresh’ players who have not yet built up a tolerance to VR.
Risk. Studios commented that they weren’t sure how big the market will be for some platforms. E.g. Sony have a huge advantage in this area due to its large install base and lower cost of the VR headset.
The lack of a VR IDE. In particular judgements made on scale, lighting and legibility makes development a clunky iterative process (guess, build, test).
Difficulty in accessing hardware.
Need to prototype even the smallest feature. Some things you think will work just don’t. Don’t assume anything or rely on your past experience.

Q4. How do you design for VR?
Test everything – assume nothing.
Comfort is king so be prepared to throw things away - if a feature reduces player comfort for any reason, it has to go.
Change your thinking. Whereas in traditional game dev you want to turn everything up to 11, be more reserved for VR.
Is your experience unique to VR? Could your game only exist in VR? If not, then perhaps it’s not really a VR game, but rather a VR ‘version’ of a traditional game.


Q5. How do you evaluate the VR experience?
User test with as many people as possible due to player variation.
Aim for player comfort first, then emotion.
Is it compelling? The experience should be unlike anything else players have experience before.
Get platform owner feedback.

Q6. What are the key lessons you’ve learned so far?
Player comfort is king. A variety of issues emerged from the studios, however above all is player comfort and making sure your tech and design choices are in line with delivering it.
Experiment. Some things you think will work don’t, and some things which shouldn’t work do.
Technical aspects underlying VR are hugely important. It doesn’t matter how great your game idea is, no one will enjoy it if the tech can’t support it.
Poor design leads to motion sickness, not just frustration.

Q7. What kinds of new games / genres / interactions does VR allow?
It may be go beyond games, into experiences
A greater range of input, such as whole body interaction.
Increased presence - the potential for a greater social experience than ever before.
Design specifically for VR. Don’t ‘port’ your game from the traditional screen into VR.

Q8. Do you have any concerns?
Health and safety.
Market adoption.
Business models.
‘Bad’ VR games may put many people off. There are already some awful VR experiences out there getting high profile exposure, and these may put people off for a long time.


Q9. Will VR be a Success?
VR will be a success.  Our experts are  certain that VR will be a success, however that may take longer to happen than expected.
VR will not replace ‘traditional’ games, it’s just another way to experience them.
AR is likely to eclipse VR for non-entertainment applications.

Summary - Developing for VR Top Lessons Learned
Bear in mind that I only spoke to studios who had already invested in VR development, so this is not a representative sample of developers. So, taking the most popular responses from these developers, here’s the top lessons learned:
Player comfort is key.
Test your assumptions.
There is an opportunity here, but it is a risk.
Is your game unique and compelling for VR?
VR will not replace traditional games, it’s an alternative.
VR will be a success, but it might take some time.

Graham McAllister, Director, Player Research
Graham is the Director of Player Research, an award-winning games user research and playtesting studio based in Brighton, UK. 

Wednesday, 6 July 2016

Guest Blog: Stories Are Places We Go To

When you think about your favourite place, I bet it’s not just a location – it’s the people who are there with you, and the things you are feeling. It’s a magical place. I think the job of a storyteller, particularly a visual one, is to elicit wide-eyed, open-mouthed wonder from their audience. And great stories make us feel like we belong inside them, they transport us to different places.

When you experience a good story, you feel like you’ve gone on a journey, returning to your own life changed by the experience. The first time I saw The Breakfast Club when I was 15, I felt like I came back older, wiser and a bit taller. And I remember watching Urotsukidoji: Legend of the Overfiend one afternoon when I should have been in school and emerging blinking into the sunlight a changed person. That was a seriously messed up place to visit, especially on a Tuesday. 

I read somewhere that stories are survival training, giving you a chance to try things out in a safe environment before you might need to face them in real life. In hero’s journey structures, there’s always a phase where the protagonist acquires and tests out new skills before they master them in order to triumph in the climax.

Like dreams, stories are places we visit in our minds. The fantastical, and unsettling, nature of dreams and stories intertwine in cinema, television and games. Nightmare on Elm Street is a brilliant example of this, or the work of David Lynch, like the creepy scene in Mulholland drive where a man has brought his friend to a diner because he has dreamt about being there with him, and being scared. The source of the fear is a third man, “in the back of this place”: someone so scary that our erstwhile hero hopes never to see his face “outside of a dream”, yet before we know it, he’s headed out back to see if the man is really there, at which point Lynch switches the a point of view shot and we become the man, travelling towards the place which terrifies us.



In Back to the Future, we find ourselves aligned with the hapless Marty McFly, struggling at home with our cowardly father and alcoholic mother. However did these two deadbeats even wind up together? The mum recounts the story of how they met, but something doesn’t ring true. Marty ends up visiting the story himself by travelling back in time. In doing so, he smashes the story to bits and has to piece it back together in order to return home. Back at home in his own time, he momentarily becomes a helpless observer in his own story, watching as his friend Doc Brown is shot down.



I’m rambling on about this stuff because I think it’s particularly interesting given the surge in 360 degree video and virtual reality; advances that might herald a new era of immersive storytelling. Anyone who’s a cinephile and telephile knows what its like to want to live inside a favourite film or show. Good stories have always allowed us to do that, but using head-sets and 360 degree environments, we might take one step further.

I got really excited when I first discovered you could create interactive video that responded to what the viewer was doing: sharing control with the viewer over how the story unfolds rather than it carrying on regardless. Edits and music that change dynamically depending where the viewer is looking or what they are looking at with their mouse cursor (now finger). My first major foray into this world was a horror experience called The Burning Room, and I still love the sense we managed to instil of being present in a haunted place.



Sitting in a cinema or living room while the stories play out on screen allows you to experience love, terror and everything in between while simultaneously feeling the comfort of not really being there, of the characters being oblivious to you spying on them. Some filmmakers have played with this brilliantly, like Lynch’s POV shots, Michael Haneke acknowledging our complicity in his brutal Funny Games, or the classic fourth wall breaks in comedies. Deadpool prides itself on having a fourth wall break within a fourth wall break; “That’s like, sixteen walls!”

When you are free to look and roam around inside a story world, there’s potentially even more fun to be had with these concepts. Like immersive theatre in which the characters/actors are simultaneously aware and unaware of your presence. You can be acknowledged or ignored, the centre of the action or on the periphery. Perhaps you get left in one place while the story is happening down the corridor and its up to you to go and find the next act. Like real life, you can be anonymous in a crowd, a star in the movie of your life, or free to explore and find meaning – assuming you’re not supposed to be at school or work, or perhaps then also.

Stories are places we go to. Good virtual reality stories could be places you want to stay.


Jon Aird
Producer, writer and creator with a track record in making smash hit projects across online, social media and TV. Passionate about future trends and harnessing technology to delight audiences. Past projects include the BAFTA award winning digital Psychoville Experience and the viral hit interactive video The Burning Room.
Jon will be delivering a session at 11.15 on Thursday 14 July entitled Virtual Reality Thrills, Spills and Bellyaches 

Wednesday, 1 June 2016

Guest Blog - Why My Mum Likes VR Better Than You Do

“How do I put this thing on,” she said, looking warily at the VIVE headset and controllers. Mum’s not a gamer; she’s never so much as dropped a quarter in an arcade machine, let alone picked up a console control. Hell, she struggles with her smartphone. “This is heavy,” she sighs, as I fit her with the headset, and guide her hands through the controller straps. “Ok,” I said, “I'm going to turn on a game called ‘Space Pirate Trainer’. It’s really easy, you have two guns, you pull the trigger on your controller (I showed her where they were), and you shoot the floating orbs that are trying to shoot you.  Don’t let them hit you.” As I started the game she gasped. “OH MY GOD, I'M IN SPACE! CAN YOU GUYS SEE THIS??” The last thing I said as I popped the headphones over her ears: “Use the gun in your right hand to shoot the box that says ‘Play’. Have fun.” And then I got the hell out of dodge.


My mother is 61 years old, somewhat arthritic, but still relatively spry. I watched, grinning, as she transformed from a prim and proper real estate agent into her own personal incarnation of Lara Croft. She ducked and weaved; she hurled strings of four-letter-words at the robots. I do believe she accidentally kicked the cat at one point (he hasn't forgiven her yet, poor kitty). And when she “died”, she wailed “NOOOOOOO”, immediately followed by, “I want a do-over.” Before I could say anything, she’d hit the Play button and was back in. Her only break was when we had to tear her away for Mother’s Day brunch, but all in all, she played SPT, Fantastic Contraption, and messed with the IKEA demo (“I wanted to rearrange the cabinets! This is a let-down…”) for roughly 3 hours. On the other hand, my twenty-something brother-in-law, who plays a lot of WoW and Call of Duty, etc, tried it out, and got bored after about 15 minutes. “That’s nice, I guess,” he said. “But I don’t think it’s worth the money, and I'm just in a room here by myself.”


This kind of engagement - for lifelong non-gamers to suddenly become avid enthusiasts – is practically unheard of in previous iterations of game evolution. Yet change is generally difficult for the established culture/mindset to adopt (hence the addage “you can’t teach an old dog new tricks”). So why is VR, this cutting edge technology, more attractive to older people?

My theory is twofold: First, that because the controls are still very crude, the games must be designed simply. The quality of a game becomes more reliant on storytelling, visuals, audio, and ease of navigation. My folks still go on dates to the movies 2-3 times per month. They watch whatever movie or show BBC America is running. They want to the entertained, but in a way that’s low effort/thinking on their part. Gaming, for them, is “too hard”. But VR is easy.


The second is that the GenX/Boomers came of age in a time where real life experiences were tantamount to electronics/media. VR is the first tech where games truly emulate real life. Finally, here is a technology tailor-made for the vast majority of older people who grew up wishing they’d done something different with their lives (because no one gets to maturity without some kind of regrets). Not because they don’t like what they have or what they have done, (read: anyone who can afford VR is probably doing well for themselves), but because they wonder what it would have been like to be a musician instead of a sales agent, or an artist as opposed to an engineer. Well, turns out it’s not too late; now you can live those imagined lives vicariously through… you. Wanted to try Alpine downhill skiing but didn't because it was “too dangerous”? Not any more. Decided against that summer of slumming it in Paris to save up for a “practical” home downpayment? You can still waste a few hours at an outdoor café (with a view of the Eiffel Tower!) catching tidbits of murmurs in French. VR lets you be someone else for a little while, gives you a mental escape. So why aren’t younger generations just as excited about all the opportunities VR offers?


Millenials, unlike previous generations, are exceptionally self-actualized. VR is a nice distraction, sure, but it’s still a game, albeit really cool. However, Millenials want more. They don’t want to just watch a 360º movie, they’d rather actually go to these places or do these things. Being “in the game”? That’s nice, but Millenials want to control the story and change the outcome. This is now the challenge for VR developers: How do you create an authentic, fulfilling experience? What will it take to make VR indistinguishable from the real thing? That’s a question we’ll be able to answer hopefully in the next few years.

The good news? A healthy market for which to create content already exists. Right now, folks like Mum (Boomers and Gen X) are quite satisfied with today’s tech. When she finally put the headset down, smiling, she wiped the sweat off her brow and quoted a phrase I'm very fond of using: “We really are living in the future.”

Sophie Wright is the Product and Brand Evangelist for Human Interact, currently working on an unannounced VR project. 15 years of experience in an engineering leadership role led to a passion for exploring and sharing the possibilities of VR. In this reality, she enjoys gin, tinkering with her Mini Cooper, meteor showers, and having meaningful experiences with people.