As we continue to progress further into technological advances, we begin to become more interactive with our technology. As this Is becoming the norm, for media to be more interactive, new regulations come into question. This is particularly true for virtual reality games. Kate Edwards wrote a response to whether virtual reality video games should be more regulated than conventional video games for Congressional Quarterly Researcher in the February 26, 2016, issue. The analysis of virtual reality was written by Thomas J. Billitteri. Edward’s experience on the issue comes from being the executive director of the International Game Developers Association. Edwards claims, “Every new media has experienced a level of caution and critical examination …show more content…
They are both products are artistry and virtual reality is protected just as video games are by the First Amendment. This is Edward’s strongest argument that she uses to dismiss the need for further regulations on virtual reality. While it is effective in appealing to the reader’s logic by relating them to other forms of media in history, her arguments lack support and depth. Her arguments lack further detail that would further convince the reader of her position, thus making it easy to dismiss her argument …show more content…
Edwards fails to provide any sort of numerical examples or specifics to support her position. She simply states her point and moves on, only providing vague support to enhance her argument. To improve her arguments, it would be beneficial to see timeline examples from how long it took other of media like radio and television to become mainstream after their introduction. Also , to increase the strength of her argument, the inclusion of a professional opinion from a developer (HTC, Sony, Etc.) on how video games don’t differ from virtual reality enough to constitute further regulations. Edwards focuses most her article comparing the introduction of virtual reality to other media types and their history. By focusing her argument on comparing media types, it seems she hopes to convince the reader that it is alike any other technology and doesn’t differ, thus not needing further regulation. In doing this, she doesn’t leave room for supporting details and specific examples, leaving her with a rather weak argument . She also includes a paragraph on the liabilities of new ideas, that seems to distract from her argument. She concludes her argument saying that virtual reality is protected alike video games under the first amendment of free speech. Again, she is straying from the point of her argument and filling with unsupported arguments . This is an irreverent argument because while they are
Video games are a fast growing form of technology. This issue has to be discussed because of the two confronting sides that embark it. Because of the issue video games have to either continue growing as they are or they have to be stopped completely or a settlement between the two parties has to be
One of the arguments for the censorship of virtual arts according to Galsworthy is to protect children from thoughts that may harm their ethical growth (12). Parents have a sole responsibility of educating their children even before the onset of the formal education.
In the past, virtual reality technology was thought of by many as a gimmick, and the hope for it to become a mainstream technology was discarded as products did not work as how the public envisioned. However, the proper technology is now available to make virtual reality just that: a reality. The entertainment industry is on the verge of a monumental paradigm shift that will completely transform the way these entertainment mediums are experienced.
My name is Kerry Huxley, I am a recent graduate of Prosper High School. It has come to my attention that there is a debate whether or not we should accept or deny an offer made by Virtuosity regarding there new virtual reality system. I believe we should not accept this offer due to the flaw that technology can provide.
In your life, have you ever thought about using virtual reality? Have you ever taken to time to actually look at and think about both sides of virtual reality? Well virtual reality, is good and many people doubt that because of all the cons. But there a lot of pros that defeat these cons. It won't only help you, but it can make you happier and proud. People like to believe in a lot of things, but not everyone sees both sides of everything, especially when it comes to virtual reality. Virtual reality, it develops people it guides people. It’s like being you and creating yourself in the form that you can feel best in. It can be used to do a lot of things but many people are blind to that and just see everything one sided. Virtual reality should be allowed because it’s helpful to struggling or disabled people, therefore virtual reality isn't a cancer to the world, it’s a solution.
Almost every movie, gambling game, sport or popular event can be made into a virtual game and the trend has grown since the beginning of games on computers. We have seen the consequences of the lack of respect from the kids these days to the obesity problems and failing grades in school. The time for urgency is now and this is detrimental to future generations to come. The American society has a battle on its hands and it is up to us to stand up and say enough is
Haley recognises the difficulty in censoring virtual reality. By censoring a person’s virtual world, one censors the imagination’s facilitator of expression, also known as personal freedom – a basic right. The narrative structure of Morris’ voice reading from a report is therefore substantial to the debate as she removes the audience ’s freedom of viewership.
Virtual reality(VR) is a relatively new frontier in the technology industry. So new in fact, that, at its current stage, what it is and its potentials are unfamiliar to the general public. VR originally started gaining momentum as a new platform to game on, but its potential must be analyzed broadly in more than just one vocation. Because of the immersion VR provides, it has an immense capacity to benefit the educational field. Everyone is unique in the way they learn best; some people learn best by reading, some people learn audibly better, and, some people learn visually.
Imagine a world, that is anything and everything. Race a dream car. Meet a superstar. Go to Paris, New York, London, or even see the Great Pyramids. A virtual reality - an idea that is coming to life, an idea that will change the world, whether it be good or bad. Ernest Cline, the author of Ready Player One, warned us that virtual reality is going to change the world. Ready Player One is a story about a teen named Wade, in a world where video games are everything. A virtual reality world called the OASIS changed the world into a place where people are antisocial and don’t care about the world anymore. Change with VR can already be seen with the invention of the TV, the phone, the iPhone, and numerous other inventions, It’s already happening - the world is blowing up over Vive, Oculus, Hololens, and more, and VR is going to make things happen: such as solving problems. Is change happening? Are problems going to be solved? Yes, we can already see change.
To discuss Lanier’s keen views and anticipations regarding Virtual Reality back in the mid 1980s, it would be useful to first cover exactly how far Virtual Reality has progressed up until today. This essay will begin by discussing the history of Virtual Reality and the usage trends. That discussion will then be used to preface a discussion about Lanier’s views that were expressed in A Vintage Virtual Reality Interview. The essay will then finish off by looking at particularly interesting views held by some of today’s futurists and these views will be related back to Lanier’s original exuberant view of Virtual
Disruptive innovation is defined as a process that product or service takes root initially in simple applications at the bottom of a market, then relentlessly moves up and eventually displacing established competitors (Bower and Christensen 1995). It places risks on current market participants. Although the worldwide game industry have seen revenues jumps for years (Sinclair 2015), there are innovations that could probably shift consumers away from purchasing traditional video game consoles. Last year, Facebook placed a massive bet on virtual reality by acquiring Oculus VR, makers of the upcoming Rift headset, for approximately $2 billion (Sinclair 2014). Unlike traditional 2D screens, the Oculus Rift is a virtual reality system that completely immerses users inside virtual worlds (Oculus 2015). It is a fundamental change of how the gamers plays, interacts and communicates. Moreover, the latest development kit DK2 of Oculus is retailed for $350, which means this technology has already been affordable and accessible.Therefore, for the video game publishers VR could be viewed
(96) Virtual reality (VR) is define as a cybernetic simulation of 3D surroundings which can be interactive through auditory, sensory and visually stimulating equipment, i.e. gloves, headgear or headphones. VR is an incredibly recent development in technology and such has much room to progress with, I believe that VR is the future of animation as the key aim is to transport the viewer into the world we have created, VR being the next logical step as it creates this suspension of belief as well as activating all of the senses we use to perceive the real world.
A large gap exists between the public's perception of video games and what the research actually shows. The following is an attempt to separate fact from fiction.
The video game console industry is a very competitive segment. This segment requires a keen eye on product development as well as strategic product marketing and a rather large logistics arm to ensure rapid distribution to targeted areas. Video game industry in the US, which is hugely driven by retail sales of software and hardware, registered revenues of USD ~ million in CY'2012. Even so with the advent of new video game players in the industry, the revenues decreased by 11.7% compared to
Seeing is believing, these words are the best combination to understand the meaning of Virtual Reality (VR). VR is one of the best asset and aspect of our future. No other technology has seen such a revolution like VR has. It is practically in use in almost every field such as entertainment, gaming, defense, robotics, medical, healthcare, military, education, fashion, heritage, business, engineering and many more fields. VR sometimes called Virtual Environment has drawn much attention in the last two decade. Extensive media coverage causes the much more rapid increase in the interest of the masses. Very few people, however, really know what VR is and what are its open problems are. In this report a historical overview of virtual reality is presented, basic terminology as an introduction are listed, followed by applications of this technology in science, work, and entertainment areas. Its present developments are thoroughly discussed in this report. Finally, the future of VR is considered in two aspects: technological and social. New research directions, technological frontiers and potential applications are pointed out. The possible positive and negative influence of VR on life of average people is speculated.