What does play­ers’ pri­mal re­sponse to VR mean for devs?


Kings­ley suf­fers from a mod­er­ate case of ver­tigo, a prob­lem that led him to con­sider ethical ques­tions about VR. “I ex­per­i­mented with one of the early roller­coaster demos and within about five sec­onds I got all the symp­toms that I would get if I was on a real ride, even though I was pre­pared for it,” he says. “It means there are parts of our brains which are stim­u­lated by VR that are out of our vol­un­tary con­trol en­tirely. What re­spon­si­bil­i­ties do we have as games mak­ers when it might ac­tu­ally dis­turb peo­ple for real? A lot of 2D games can be very fright­en­ing; a well-writ­ten book can be hor­ri­fy­ing. A well-made hor­ror VR ex­pe­ri­ence, though? It will prob­a­bly make you shit your­self.”

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