Game Studies Blog.
What is virtual reality and what should it be?
With the advanced technology that exists today, anyone is able to put a virtual reality headset on and essentially be placed, convincingly, into another world. The headset acts as a means to further ‘lose’ oneself in a world someone else has presented to the player, and escape from reality temporarily. Whilst the conception of the world’s first reality headset was way back in the 1960’s (2), the demand for virtual reality headsets has only just become common. The true definition of virtual reality itself is not entirely definitive in what it actually is; as the definition may have more depth to it and not be as simple to define as if it was black and white, but rather having many shades of grey. Even so, before defining what virtual reality is, one must know what virtual reality isn’t. What the difference between reality and virtual reality is; whether the medium is limited to available medias and whether interactivity is essential to defining virtual reality, or not. Firstly, when discussing virtual reality, some individuals may say that virtual reality is “a window on an alternate reality” (3) or even a ‘term that is used to describe a three-dimensional computer-generated environment”(1). However, virtual reality isn’t merely just an image on a screen, close to the viewer’s sight. Virtual reality can be broken down into two words with different meanings. The first word there is, virtual, which means ‘being on or simulated on a computer’(6) and then there is reality, ‘The state of things as they actually exist, as opposed to an idealistic or notional idea of them.’(5) When combining these two definitions, it can easily be speculated that virtual reality means an emulation of life, with its truthful and realistic aspects that make it a reality, the only difference being that it’s reality in itself. Although what makes virtual reality, virtual reality, is not its ability to simulate life and the realism that defines reality; but rather its ability to convincingly appear realistic in it’s own right. If taken into consideration, it is evident that virtual reality is not reality, but rather an alternative reality within reality itself. If we see virtual reality as an alternative reality within reality itself, does it limit itself to only allow for unrealistic, but immersive environments, if we follow that definition and disregard the need to base it off reality itself? Not necessarily. Virtual reality can also be based of reality itself and still be immersive. Indeed the object is for the subject to become immersed within the virtual reality. One may question what is the purpose of simulating life on a computer, if they experience reality themselves without it. But the matter of fact is, virtual reality can be used as a tool, rather than be used for entertainment. An example of how virtual reality is used effectively can include surgeons, pilots, or any other important roles where experience is required extensively before the first attempt. With VR, students in training can practice surgery in a safe environment and learn from this with no risk. (7) While the ability to seemingly convince the player or student particularly in this case, it’s not necessarily an essential need, but can rather assist the purpose virtual reality is being used for in this scenario. Thus, virtual reality isn’t only limited to unreal realities and can be both realistic and unrealistic as long as they can make the user/player believe as if they are in that environment and forget about the surrounding environment. Additionally, virtual reality is not only limited to games. It can be used as a tool and provide training, training that can essentially ‘help supplement these real-world experiences’ (7). The medium of virtual reality is not only limited to one media, it can be applied to another that’s within ‘the entertainment industry’(3); particularly film. Despite film and video not being a prominent media, it still attempts to use virtual reality to immerse the viewer. Unfortunately, this cannot effectively convince the viewer that they are in a whole new reality; as some senses may not be included. For example, there’s touch, smell, taste, etc. and additionally the fact that the user has no control of the film further deprives the connection between the viewer and the film’s virtual reality, which it’s trying to present. Whereas computer gaming enhances the person’s virtual reality experience through the addition of a virtual reality headset, controllers that sense where the player’s hands are, and other extensive controllers, such as a walk pad that allows the player to control where their characters walk by walking. Gaming provides a platform for a more distinctive, interactive experience compared to film. Therefore, virtual reality is limited to an extent based on the media. Different types of media provide separate amounts of interactivity, which define whether the environment in the virtual space is convincing enough to become an alternative reality. The greater the interactivity, the greater the alternate reality experience. While the definition varies between individuals, due to perceptions and beliefs, if we consider virtual reality as whole, it is evident that what defines virtual reality, is based on it being a ‘creation of a virtual environment’(1); an environment with a reality that can either be based on our reality itself , or its own alternative reality. Virtual reality is virtual reality regardless of whether it’s a realistic or alternative reality that would be considered inaccurate. ‘Virtual reality is not film making’ (4); That being said, virtual reality is limited to interactive medias; particularly gaming and training. In conclusion, virtual reality should also be able to immerse the individual and convey a reality that is convincing enough, with the assistance of stimulating the player’s senses, (particularly touch) and giving the player options that affect the outcome within the environment to help achieve this. This is what virtual reality is and should be. References/Research:
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AboutHere is where I'll be submitting my blog pieces for my Game Studies class in Tri 2. Archives
September 2017
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