Abstract
The virtual reality field is transitioning into work influenced by video games and thus now influences that industry as well. Because much of the research and development being conducted in the games community parallels the VR community's efforts, it has the potential to affect a greater audience. Given these trends, VR researchers who want their wor k to remain relevant must realign to focus on game research and development. Research in the games arena affects not just the entertainment industry but also the government and corporate organizations that could benefit from the training, simulation, and education opportunities that serious games provide.
Cite
CITATION STYLE
Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), 25–32. https://doi.org/10.1109/MC.2005.297
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