Virtual Reality (VR) can seemingly give you superpowers. It can make you become someone else, or see and experience things in any place at any time. This reality technology can trick your brain in the most immersive way.
So, wthis technology make waves? In video games and the esports industry. And it has already been happening. Every year, hundreds of thousands of dollars go into VR, and the resultant impact on esports is inspiring.
The global esports audience is set to reach 453.8m this year, made up of 201.2 million esports enthusiasts and 252.6m occasional viewers according to Newzoo. There are already global leagues for Virtual Reality esports and communities bringing together developers and gamers from all over the world. Revolutionary ideas are happening in the field to raise games to a level never seen before.
VR and Educational Prospects
Considering how the industry is booming, many universities including Stanford and Iowa State have started offering programs focusing on VR applications A demographic study shows that college students are avid gamers. The biggest percentage of people playing games is between the ages of 18 and 24.
Gaming is one of the top activities of entertainment among college students. They are often found spending significant time interacting online with fellow players, involved in multiplayer games and VR is changing the perspective of games being considered as a solitary activity. Students are thus one of the most targeted groups that serve as not only consumers but also contributors to the development of esports.
It goes without saying that students don’t always get enough time to balance their schedule, even without gaming. It has become very common for students to approach online services that offer assistance in academic essay writing for college assignments. Websites like Essaypro and Grammarly are top-rated among students to help get their papers done error free. The consistent nature of such services has also made it a very reliable method of balancing the academics along with interests in gaming.
However, let us take a look at how the future is panning out for the association of VR and gaming.
What is the potential?
The different VR applications are already being widely incorporated in new video games. Even PlayStation and other interfaces come with exclusive features to include VR in the gaming experience. Now, there is no turning back; this rise in VR is also heralding in rise in VR is also heralding in a new age of esports.
So how will this affect the gaming industry?
Changing the concept of esports
Most games require a single sedentary position. But with motion simulators and omnidirectional treadmills for VR, a new era of gamers will be able to play and stay fit. Could result in players being on par with the athletes of traditional sports?
How do VR and esports work together?
Though there have been many developments in bringing the two together, many questions remain. While it’s still largely an experimentation, currently there are two methods considered for successfully blending the two.
Competitive VR games
Over the years, we have seen many versions of games. While you move, your avatar moves. In competitive games, the players are watching the game through a VR headset and can control their avatars in the game. This is done by motion tracking in VR, instead of a controller.
The market for such competitive games is growing popular especially in tournaments and leagues. Arizona League, Farpoint and RIGS Mechanised Combat league are exclusively designed for competitive playing.
Spectating VR games
The second most acknowledged way VR works with esports is by spectator experience. Using this technology, a player can place oneself in a game and stand beside the avatars of other players, just like how it would feel like reality. The spectating experience has an unparalleled level of engagement between the players and the game itself. This system allows players to take part in live games remotely, in a much realistic way.
All this sounds fascinating, but the industry still faces a few challenges. The first and most important thing is the lack of awareness.
The VR games are accessible only to a very small percentage of gamers. Not many people have even tried VR to be excited about it. It is crucial to develop an ecosystem where everyone can be involved to promote more network and bring in substantial encouragement through finances.
The other concern is the lack of enough content and selection of VR games available. VR esports games simply aren’t on the same scale as major competitive titles like League of Legends, CSGO and Dota 2. The VR scene also still revolves around four or five major developers. Without community support and involvement, the scope currently is limited.
In spite of all that, the future’s looking bright for the union of VR and esports, and gamers all over the world have something to be excited about.