Trend cluster
Category

Recreational Virtual
Reality

Gamers revert to mundane roleplay.

Purposely Lackluster Video GamesVirtual Guillotine SimulatorsRealist Video GamesDeath-Simulating GamesKafkaesque Video Games

Trend

What is the Recreational Virtual Reality trend?

Recreational Virtual Reality: The rise of virtual simulation in gaming has evolved to new heights with controller-less consoles and innovations that place players as far into a game as possible, but the advancements have brought about a new level of apathy that's showing up in new games, which simulate the mundane nature of real life.

Trend themes

Themes within the Recreational Virtual Reality trend

Three behaviours holding the trend together
01

Death-Simulating Games

'DayZ' demonstrates that gaming simulation can blur the player's moral compass, suggesting an opportunity for the development of games that scrutinize societal values and morality.

02

Sarcastic Appliance Sim Games

'Robot Vacuum Simulator 2013' proves that clever humor and sarcasm can elevate subpar games, offering opportunities for new games in emerging markets.

03

Recreational Virtual Reality

New applications of gamification technology, such as the 'Disunion' and 'Always Sometimes Monsters' games, suggest opportunities for the development of psychological immersive training, educational, and behavioral tools.

Industry implications

What the Recreational Virtual Reality trend means for industry

Where the trend changes the playbook
For

Gaming Industry

With diverse and dynamic expressions of gaming, the gaming industry is expanding demand and providing opportunities for exploration.

For

Virtual Reality Industry

Virtual reality, as showcased in the 'Disunion' and 'Robot Vacuum Simulator 2013' games, has vast implications in the gaming, entertainment, hospitality, and healthcare sectors among others.

For

Educational and Training Industry

Gamification tools such as 'Always Sometimes Monsters' suggest a new way of educating and training people using interactive activities that mimic real-life scenarios, opening possibilities for higher education and community outreach.

Trend signals

Trend signals for Recreational Virtual Reality

Trend score 2.3 out of 10, from popularity 42%, activity 20%, freshness 8%.

Popularity42%
Activity20%
Freshness8%
Audience
90%Men
10%Women
  • Gen Alpha
  • Gen Z
  • Millennial
  • Gen X (not a primary audience)
  • Boomer (not a primary audience)
Market
North America
Europe