Although society is generally bored with the progress of VR socialization, Susanna Pollack, president of Games for Change, emphasizes that VR can bring positive meaning, especially neuroscience.
VR is a growing market and it has begun to explore the mainstream market. Everything from the high-end Oculus Rift and HTC Vive to the low-end, low-cost Gear VR and Google cart glasses, everything has become increasingly popular. However, neuroscience is gradually adopting the influence of those VRs.
In an interview, Susanna Pollack discussed the impact of video games on society and education, but also looked forward to the prospect of increasingly popular VR. She mentioned that VR can bring more resonance than previous video games or interactive experiences.
“VR itself, I think that for a game or a narrative experience, it is the best opportunity to teach empathy. We are talking about first person and role-playing in an immersive environment. This environment is you What you don't have in the entire VR experience. When you play games or make choices in the game, you can combine this experience with such games. The storyline you see will be According to your choice."
The development of VR video games and interactive experiences can inspire other areas such as neuroscience. For example, how does VR need to provide feedback to people? How can game developers explore an interactive experience suitable for VR? This will not only have a significant impact on education in the VR games and video industry. As VR education is currently targeted at primary and secondary school students, a good VR interaction experience not only stimulates children's interest, but also stimulates the development of children's cerebral cortex.
It is hoped that the video game industry will continue to embrace VR and let the benefits of VR penetrate into our social life.
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