Can VR Live Up to the Hype? Examining Virtual Reality's Potential in Entertainment

Virtual reality has been hyped up to the maximum by many, and it’s unsurprising to hear why when you understand everything that it can offer. With people wanting to immerse themselves in new ways and feel as though they are part of the experience that is being offered, this technology certainly promises that there can be a lot to look forward to.

a pair of goggles sitting on top of a table
Photo by Mylo Kaye on Unsplash

It has yet to become a mainstream technology that is widely available, though. While it can still be found, it isn’t the most accessible, nor is it readily usable.

Cost can often be a boundary for many, as the tech remains incredibly expensive. The Apple Vision Pro is an obvious example, with its price point in the thousands. Meta have the Oculus device available at a cheaper option, but it’s still high for many who don’t necessarily have the disposable income to purchase it.

In addition, there aren’t many ways in which it can be used at the moment. Nonetheless, this is something that could (and will) change in the future, especially as industries like the entertainment sector could majorly benefit from what it promises.

How Could Entertainment Change with VR in 2024 and Beyond?

The entertainment industry is the main sector in which people use to obtain the immersive experiences that they are seeking. It consists of everything from gaming to music, TV and film to sporting events. With VR suggesting that it can create new realities and ways in which users can experience the entertainment they are observing, there is a lot to be hyped and excited about.

Gaming

Gaming is arguably the biggest area in which VR tech has been hyped and created a buzz around its communities. Gamers are constantly looking for the best experiences available, and with so many niches, each of them can be impacted positively by the arrival of this technology.

Console games can become more immersive as players can take control of themselves and experience the action that is being played. The same can be said of mobile games. Even casino games can enjoy transformational benefits with VR in use. For instance, imagine you’re playing a live casino game or a slot at the Unibet Canada online casino and using VR tech. It will allow you to feel as though you are at a real casino, as you’ll be able to be transported into a casino room and feel as though you’re face-to-face with a dealer or table.

TV & Films

TV and films might be among the hardest areas in which the entertainment industry may use VR, but it’s still possible. Creators of shows and films may incorporate interactivity into their productions, which can create a new level of immersion and viewing experience for their audiences.

Viewers want to connect to what they are watching, and VR may allow this to happen even more so than what is experienced today. Users may feel as though they are part of the plot or the action, as they can live vicariously through the characters on screen. 3D and 4D movies have been successful in the past, but VR promises to add even more.

Sporting and Music Events

One way in which VR technology has been hyped to incredible heights is in regard to how it could be used for entertainment spectacles, such as sporting and musical events.

The tech may be able to be used to give people front-row seats and the actual “best seat in the house” for the events that use them. Imagine being at the front of the stage for a Taylor Swift or Beyonce concert but from the comfort of your home. Or, perhaps you want to watch the football but can’t leave home? VR promises people with new ways in which they can “attend” events without having to be physically there.

Will VR Change Entertainment Negatively?

With everything that has been detailed, there are valid concerns that VR could ultimately have a negative impact on the entertainment industry. Although the tech looks to be largely promising, it may have a knock-on impact on physical numbers, especially in relation to events that decide to steam using the tech.

However, with the hype that has been experienced and the likelihood of a huge adoption rate when it does finally become affordable and widely available, the way we consume entertainment as a population will undoubtedly change, whether it be positively or negatively.