That said, industry experts don’t think virtual reality (VR) gaming is going anywhere. Rather, it is stepping into a period of introspection and evolution. James Birt, an Associate Professor of Creative Media Studies at Bond University, highlights this oversight. Though VR games have not yet resonated with traditional video game mediums, VR has tremendous potential as a popular and immersive educational modality. Despite the obstacles, the industry is currently going through a renaissance with Australian developers creating new experiences and reaching new audiences.
Birt explains the making of today’s virtual reality gaming. He claims that it “has not succeeded” as well as other, more mature gaming platforms. Lastly, he reaffirms the market is still growing and developing. At the moment, less than five percent of Australian households have a VR headset. Worldwide, nearly 50 million units have been sold under other brands. Even with these numbers, there is a sense of optimism about the future of VR gaming, particularly as developers push the creative possibilities of the tech.
Educational Potential and Key Demonstrations
As a strong proponent for the use of VR in education, Birt believes that the technology’s immersive qualities can provide educational experiences that would not otherwise be possible. One of his examples was “Richie’s Plank,” a VR game that has become a cornerstone for demoing the technology’s potential to people. This engaging game skillfully places users in high altitudes and difficult situations without any real-world risk. It’s a testament to the awesome potential of VR to immerse and draw in players.
“Richie’s Plank is the go-to for so many people who want to demonstrate the power of VR.” – James Birt
That physical element of VR is why it’s so different from conventional gaming. Birt explains further that through these scenarios, players are placed in realistic experiences for them to live through.
“When you play a game, you’re still controlling a character. But when you’re in VR, it’s a lot more immersive and you are that character.” – Anais “Naysy” Riley
It is this physicality that Riley says enhanced their gaming experience. To illustrate, users can use a lightsaber and fight against characters like Darth Vader. That degree of agency is the crux of what makes VR so exciting to players.
“If you’re playing a Star Wars game, you’re picking up a lightsaber and physically get to swing it. You get to face Darth Vader yourself … it’s a bit more physical.” – Anais “Naysy” Riley
Challenges and Innovations in the Australian VR Scene
Justin McArdle, founder of FrameLabs in Fremantle, Western Australia, acknowledges the incredible creativity and energy that Australian studios contribute to the global VR scene. There is no mistaking the ‘huge’ challenges that these developers face, as he points out. The local industry has experienced a number of notable indie studio closures, adding to the pressure for more support and institutional innovation.
“You can see that there is a kind of reticence about [VR games], you feel they don’t really understand … we’ve had indie game studios going under [in Australia], which has been heartbreaking for the community.” – Justin McArdle
As McArdle, former head of the Urban Developers Institute, notes, without government backing, it’s impossible for Australian developers to succeed in current difficult conditions. He’s grateful for the support already shown, but the metrics all indicate that there’s not a lot of support for VR games in particular.
“In Australia, [we are] very lucky to have government support, but you do get the feeling that if you actually look at the metrics on how many VR games have been supported across all those initiatives, it’s low.” – Justin McArdle
He notes that the tide is turning. These days, developers are more interested in making free-to-play multiplayer experiences targeted at a younger demographic that doesn’t have the cash to pay for games up-front.
“They are a teen audience … they haven’t got money to pay for [games], so they’re looking for free-to-play and they’re really into the social aspects.” – Justin McArdle
The Future of VR Gaming
As you can see the future of VR gaming is shaping up to be very exciting! Most all the experts anticipate a wave of innovation over the next five years. Be sure to see why McArdle believes that this trough will lead to a VR future that is more widely accepted and deployed. He’s convinced that advances in gaming will lead the way. Taken together, these advances might help finally break VR into the broader gaming landscape.
“I think we are on the cusp of a whole new wave that, over the next five years, you’ll see feed into [the] mainstream.” – Justin McArdle
The killer app quest lives on among developers, of course, with personal preference determining which type will strike a chord with players. Riley discusses her early experiences with games like “Beat Saber,” which she calls her killer app.
“I found my killer app, it was Beat Saber. We’ve had some great games like Half-Life Alyx … that was the killer app for some people.” – Anais “Naysy” Riley
As developers continue to innovate and build immersive, community-centric content in the wake of economic headwinds, in Australia’s VR landscape, innovation and flexibility lead to the best outcomes. The sector will undoubtedly come out better as it works through these challenges.