virtual reality
Undoubtedly, these days, video games have made the biggest contribution
to the use of virtual reality technologies; A share so high that it has caused
many to see the use of virtual reality only in games. In these years, we have
seen the release of all kinds of big and small games that are either specially
designed for virtual reality headsets or support virtual reality in addition to
their standard mode. Sony's entry into the world of virtual reality as one of
the giants of the game industry, as well as the great focus even as a big game
maker and the owner of the world's largest game store, Steam, on this issue has
caused the use of virtual reality in the game industry to increase day by day.
But the use of virtual reality is not limited to the world of games and
includes other things as well. If we want to consider the fun part of the
story, we should pay attention to products that have an atmosphere similar to
games, but they cannot be completely considered games.
Although virtual reality was not very diverse in its early years and was
usually limited to a headset that the user put on his face (or a container that
he put his head into), gradually it reached the point where today there are
various types of reality. We deal with virtual in different shapes and models.
To talk about the future of virtual reality, we should not be limited
only to video games and entertainment works, and it is better to broaden our
perspective and consider a world where the use of virtual reality is combined
with different parts of our lives and separated from it. It will not be easy; A
world where from education and treatment to services and entertainment,
everyone may find a close connection with virtual reality.