In 2013, a new generation of consumer virtual reality systems began to be developed and marketed towards people with experience playing 3D video games. Since then, the consumer virtual reality market has increased dramatically with many virtual reality devices and pieces of software being available on the market today with garners still being a focus of much of the market. While a lot of research has gone into virtual reality over the years, little of it has focused on whether or not garners experience virtual reality in a different way than people without experience playing video games. This paper explores research that has been conducted on virtual reality through this lens and asserts that more experimental research should be conducted with virtual reality's effectiveness with garners and non-garners as this may dramatically influence the direction of virtual reality hardware and software in the coming years.
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