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    Virtual Reality Entertainment – Use Cases, Benefits, and Approaches

    Virtual Reality Entertainment – Use Cases, Benefits, and Approaches

    Tracy Watson

    26/11/2020

    7 min read

    virtual world entertainment

    The popularity of virtual reality continues to grow, and experts believe that the VR market is expected to top $34 billion by 2023. The gaming and entertainment media accounts for 40.5% of this market. Also, since we live at a time with limited choices for entertainment, VR can also be useful in allowing us to enjoy some of our favorite activities and places remotely. The immersive and life-like experiences VR offers are game-changing, which is why it continues to grow in popularity. Let’s take a closer look at virtual reality in entertainment and what it offers both companies and consumers. 

    Enhancing the Museum Experience

    When a person is walking around a museum and looking at all of the exhibits, it is hard for them to imagine the importance of a particular artifact or how it was used in the past. Thanks to VR, a person can put on a headset, and be immersed in a certain period, and see for themselves how a particular event unfolded. This is something the British Museum and many other museums are doing to change peoples’ attitude towards museums. Also, many museums have created serious games for events that enhance the educational experience for children while making it a lot more fun and engaging for them to attend museums.

    virtual reality in entertainment

    Bringing Art Exhibits Into Peoples’ Homes 

    Art lovers enjoy going to galleries, but it is currently impossible to hold any large scale events. Thanks to VR entertainment, people can enjoy the art gallery experience right in their own homes. When they put on a VR headset, they will feel as if they are actually inside a real art gallery and get all of the experience of attending an art premiere or any other event. This is something that the NYU Tisch School of the Arts and many other event organizers have done in the past. All the user has to do is visit their website and put on a VR headset to enjoy a good experience. For individual artists, VR offers them the possibility to get their seen by a large audience, while galleries could still remain operational by conducting such virtual events. 

    Attending Concerts in VR

    Earlier this year, VR headset manufacturer Oculus, which is owned by Facebook, announced a partnership with Tidal, a music streaming platform owned by Jay-Z and backed by famous artists like Beyonc√© and Kanye West to stream immersive concerts in virtual reality. Although we do not yet know who will participate in the concert series, it will stream later this year on Oculus’ Venues app and Tidal. This is an innovative use of VR in entertainment since it will allow people to relive the experience of standing in a large crowd at a concert venue since Oculus headsets provide an immersive experience. The timing is also great for Oculus since it recently unveiled the second generation of its flagship Quest headset. Starting at $299, it is one of the most affordable standalone headsets on the market today. 

    vr in entertainment

    Immersing the Users in the Games

    VR and gaming are a match made in heaven since users are always looking for games that provide the best virtual entertainment. For example, Star Wars fans enjoy all of the films and games offered by the Star Wars brand, but VR opens up a new virtual world of entertainment since it allows them to feel as if they are an Imperial Pilot or a member of the rebellion. This is something gamers can enjoy in the latest Star Wars: Squadron, which offers gamers the ability to play individually or as part of a team. Although it’s not a VR-exclusive title, playing in a VR headset only adds to the excitement that you experience when whizzing around space in an X-Wing or a TIE Fighter. 

    Virtual reality games are expected to grow in popularity. Last year, this market was valued at $11.56 billion and was expected to grow at a compound annual growth rate (CAGR) of 30.2% from 2020 to 2027. This should not come to us as a surprise since VR gaming has improved over the last couple of years with things like motion tracking, 3D effects, and interactive graphics for drawing players and many others. 

    Start Enhancing the User Experience With VR Today

    Whether you are looking to enhance a physical event or create life-like physical experiences, the development of virtual reality for entertainment can provide your audience with the immersive experiences you are looking for. It allows organizers to avoid some of the overhead costs of renting out event halls and spending time on room decoration since all of this can be done virtually with life-like effects. Give yourself and your audience all of the conveniences that the virtual world entertainment offers since it allows people to stay at home without missing out on the experiences. 

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