A virtual reality game or VR games is a video game played on virtual reality (VR) hardware. Most VR games are based on player immersion, typically through head-mounted display unit or headset with stereoscopic displays and one or more controllers.
The video game industry made early attempts at VR in the 1980s, most notably with Mattel's Power Glove and Nintendo's Virtual Boy. With the introduction of the first consumer-ready VR product, the Oculus Rift, in 2013, VR games soon followed, including existing games adapted for the VR hardware, and new games designed directly for VR. While VR hardware and games grew modestly for the remainder of the 2010s, Half-Life: Alyx, a full VR game developed by Valve, was considered the killer application for VR games.
History
Early VR games (1980s–2000s) Research into virtual reality (VR) hardware and software started as early as 1968 by Ivan Sutherland and his student Bob Sproull, but most equipment was too expensive for consumer use, and its use for games was limited. The first VR head mounted display that was connected to a computer. In the late 1980s, Jaron Lanier and Thomas G. Zimmerman, former programmers for Atari, Inc., began developing hardware under the name VPL Research, with Lanier coining the term "virtual reality" for their products. One of VPL's products was the VPL DataGlove; a glove that sensed the user's finger movement and translated it into computer input. The idea inspired engineers at Abrams/Gentile Entertainment (AGE) to work with Mattel and Nintendo to build a low-cost version of the DataGlove to work with the Nintendo Entertainment System (NES), omitting much of the technical sophistication and movement sensitivity of the DataGlove as to achieve a reasonable consumer cost. The Power Glove was released in 1989. The games Super Glove Ball and Bad Street Brawler were specifically designed to use the Power Glove, while other NES games could be played using the Power Glove by mapping its output to various controls. About one million Power Glove units were sold before Mattel discontinued it in 1990. Its low cost compared to the DataGlove and other similar gloves led academics to buy the unit for their own research.
Interest in VR grew in the 1990s, particularly after the 1992 film Lawnmower Man, which helped popularize the idea of VR headsets with the general public. Reflection Technology, Inc. (RTI) had been developing a head-mounted, stereoscopic head-tracking system using light-emitting diode (LED) displays, the Private Eye. One application they had tested included a tank game. Seeking funding for larger production, RTI licensed the technology to Nintendo, and under Gunpei Yokoi, Nintendo developed the Virtual Boy, released in 1995. The Virtual Boy used red LED displays rather than full-color ones, as they were the most inexpensive to produce, and required mounting to a stand to be played, rather than head-mounted. The system was thus awkward to use both from looking into the viewer and the eyestrain from the red LEDs. Only 22 games were produced for the Virtual Boy, and it was considered to be one of Nintendo's commercial failures. Sega developed a low-cost VR device, the Sega VR, in the early 1990s, for its arcade games and home consoles; the unit did not advance beyond the prototype stage, though Sega incorporated some of its head-tracking technology into its arcade cabinets.
VR systems without head-mounted hardware were also developed in the 1990s, including the Cave automatic virtual environment (CAVE). CAVE systems included multiple flat screen displays, typically at least three walls to surround the human player, and incorporated some type of tracking sensor system to match the images on the walls to what direction the player was looking. Early applications of CAVE system were game-based demonstrations, but the cost remained prohibitive for commercial deployment even through the 2010s.
Around this same time in the 1990s, major innovations in real-time 3D graphics had been made across computer, console, and arcade games, and with further improvements in affordable consumer technologies, arcade games began to decline as they could not compete with these innovations. Arcade game manufacturers instead focused on offering games that could not easily be replicated at home, which included the introduction of VR-based arcade games. For example, the Virtuality Group produced its Virtuality line of arcade games starting in the early 1990s that typically included a VR headset with head-tracking and other features. However, the cost and upkeep of these machines made it difficult to continue support for them.