The State of the Art in Virtual Reality Applied to Digital Games: A Literature Review
Authors: Breno Carvalho, Marcelo Soares, Andre Neves, Gabriel Soares, Anthony Lins
Abstract: The term Virtual Reality (VR) was coined by the artist and computer scientist Jaron Lanier, by which he succeeded in expressing the search for the merger between what is real and what is virtual in the 80s. Based on movies such as Tron, by Steven Lisberger, the concept became known worldwide as a technology for digital games the aim of which was to prompt the user into greater interaction with, immersion in and engagement with the environment and the projected narrative. This study sets out a review the state of the art on the concept of VR used in the universe of digital games, whether in the context of research or entertainment, starting with a re-reading of scientific articles, books and online publications on the subject. In the context of digital games, in the past there was a major difficulty about using equipment such as a helmet with goggles, for ergonomic reasons. Currently, new devices are being enhanced to make their usability better for the user, and there are new applications such as using serious games in support of the fields of education and health and in the future, there will be nanotechnology projects applied to virtualizing reality and overcoming the limitations of the human body within the virtual world.
Keywords: Virtual Reality, Digital Games, Immersion, Interaction, Engagement, Augmented Reality
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