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.
CITATION STYLE
Carvalho, P. (2018). Following the White Rabbit: The Virtual Reality for Games. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 10910 LNCS, pp. 172–183). Springer Verlag. https://doi.org/10.1007/978-3-319-91584-5_14
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