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Following the White Rabbit: The Virtual Reality for Games

  • Paulo Carvalho
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10910)

Abstract

In recent years, virtual reality has seen a growth in its investments by the technology industry, despite all the experts’ predictions about the duration of the hype around this technology and also with some problems still unresolved, such as motion sickness. One of the segments that receive most of these investments is the Games Area for VR, supported by technology enthusiasts, wishful for technological innovation. This essay analyzes some studies about the VR gaming industry for the understanding of all its actors: from manufacturers to their consumers, including developers, artists and researchers.

Keywords

Games Virtual reality Head-mounted display Smartphones Industry 

Notes

Acknowledgments

This essay was the result of the combined efforts of the SIDIA Solution Team, the Black River Studios game team and the UX & Design team. It is also important to highlight the company’s performance in supporting and promoting the research and development of systems that are present in the main technology products in the domestic market. We thank Samsung Eletronics da Amazonia Ltda., as part of the results presented in this study were obtained from Project VR/AR Apps, financed by the company under the Law 8387 (art.2)/91. For all the people involved in this project, our sincere thanks.

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Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  1. 1.SIDIA (Samsung R&D Institute Brazil)ManausBrazil

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