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Microsoft’s Role in the Future
Development of VR Entertainment Platforms
Student’s Name
Institutional Affiliation
Microsoft’s Role in the Future
Development of VR Entertainment Platforms
Future Scenarios (2028).
Optimistic: Virtual
Reality (VR) and Virtual Reality films offer a plausible transformation in the
entertainment industry.
Over some time, the evolution of the
entertainment industry has necessitated developers to come up with innovations
that can positively disrupt the current entertainment market. If these trends
remain the same, there is much to look forward to in the future (Koltko-Rivera,
2005). For example, gamers will be able to select their preferred console modes
and environment. That is, if all goes well, one can decide to play a game
within different environments such as the moon or any other planet. People can
use VR games to plan what would happen in case of a real scenario. For example,
if there is a consistent growth of the VR industry, then the military can
simulate how to deal with criminal and terrorist aggression in real time.
People can have excellent movie experiences due to VR in the film industry.
Pragmatic: VR
games and VR films are a big issue for parents and young users.
Dauchot (2018) is passionate about the
advocacy of VR films and games, considering their negative implications on
users. Parents are concerned that their children will become addicts, which can
potentially affect their children's academic and social performance. With no
doubt, these devastating effects are foreseeable by those who dare to see
beyond the glittering glare of virtual reality games and films. VR's basic
premise is to entertain; however, the idea that goes beyond to look deeper on
matters of social interaction, addiction, and psychological impacts that may
befall young users. The burden squarely rests in parents of such children; that
is why this pragmatic analysis advocate for plausible future inclinations. Even
though parents can track and monitor the conduct and behavior of their
children, it is quite hard to determine how much they know, their level of
addiction, and even the time wasted seeking VR fantasies.
Catastrophic: VR games and VR films...