Delegated Interfaces
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 togetherDeath-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.
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.
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 playbookGaming Industry
With diverse and dynamic expressions of gaming, the gaming industry is expanding demand and providing opportunities for exploration.
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.
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%.
- Gen Alpha
- Gen Z
- Millennial
- Gen X (not a primary audience)
- Boomer (not a primary audience)
Evidence
Examples of the Recreational Virtual Reality trend
6 featured examples from May 14, 2013 to Feb 18, 2014Purposely Lackluster Video Games
'Waiting In Line 3D' Encourages You to Practice Your Patience
Opportunity to explore new avenues of game design that defy conventional trends and expectations.
Virtual Guillotine Simulators
New Videogame from Oculus Rift Will Make You Lose Your Head
Developing new and innovative games that utilize virtual reality and simulation technology.
Realist Video Games
'Always Sometimes Monsters' Mimics Real Life
Disruptive innovation opportunity for game developers to create realistic and immersive gaming experiences.
Death-Simulating Games
DayZ by Dean Hall Leaves the Gamer Struggling with Morality
Gaming industry leaders can capitalize on the trend of death-simulating games by investing in new and innovative game mechanics that simulate real-world dangers and the need for s…
Kafkaesque Video Games
The Franz Kafka Videogame Will Bring Kafka's Surreal World to Life
Chance for game developers to explore new avenues by creating video games based on literary classics.
Sarcastic Appliance Sim Games
The Robot Vacuum Simulator 2013 Lets You Live the Life of a Roomba
The gaming industry has the opportunity to explore the genre of sarcastic sim games and create entertaining and unique experiences for players.