The Daily Telegraph - Saturday - Travel

Have headset, will travel

The real benefits of virtual-reality holidays won’t be reaped by tech-savvy teens but by silver surfers, says Robbie Hodges

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The hottest destinatio­n of the next decade? It won’t be farflung or hyperlocal; it will be hard-coded. If the current trajectory of technologi­cal advancemen­t is any indication, then all of us – Mum, Dad, Grandma and the kids – will soon be swapping our sunglasses for hi-tech headsets and holidaying together in “the metaverse”.

A word originally coined by Neal Stephenson in his 1992 science fiction novel, Snow Crash, the metaverse is no longer the stuff of fantasy. Put simply, the metaverse is an emerging, shared online space in which users, embodied by avatars, can socialise safely with friends and family. As gateways to this alternativ­e reality opened up last year, hundreds of thousands of people checked in.

The felted folds of the Faroe Islands might have been closed for business, but that didn’t stop 700,000 visitors (five times the number of tourists who went there in 2019) from heading out on virtual rambles between April and June. As part of the archipelag­o’s “remote tourism” project, islanders were equipped with high-definition cameras and directed to run, walk and jump by tourists grounded at home via their mobile phones.

While the Faroese were being pingponged over field and mountain, elsewhere in the metaverse avatars clinked daiquiris while reclining poolside at Capella, a luxury hotel on Singapore’s Sentosa Island – which, in the absence of living, breathing guests, had remodelled itself in the style of the popular Nintendo game Animal Crossing. Meanwhile, popular crisps brand Ruffles invited American college students to let loose in the Brazilian party hotspot of Porto Seguro, which it had transplant­ed to the social simulation game Fortnite.

I know what you are thinking: “It will never replace the real thing”. But increasing­ly, developers are arguing it will – especially for people with mobility issues or in respite care. The real benefits of virtual travel experience­s won’t be reaped by tech-savvy teens, but by their parents and grandparen­ts.

The latest VR headsets combine immersive visuals with crystallin­e sound and arm motion sensors. “It’s so convincing that users are regularly moved to tears,” says Billy Agnew, founder of Viarama (viarama.co.uk), a social enterprise that aims to establish VR services in every nursing home, hospice and respite centre in the UK.

Since 2016, Billy has sent people trundling through the Highlands on a motorbike and back to honeymoon hotspots, as well as arranging transconti­nental family reunions by hosting users scattered all over the world in virtual chat rooms. More than just a novelty, these journeys through time and place have been proven to alleviate the suffering of those with dementia by triggering automatic behaviour responses.

While the price of VR technology remains a barrier to widespread adoption (Vive headsets used by Viarama cost between £549 and £1,299), organisati­ons like Billy’s are gaining ground – Rendever and MyndVR, for example – as the metaverse’s potential for combating epidemics such as loneliness and depression, as well as chronic neurologic­al conditions, is realised.

Today’s metaverse might be a teenage pleasure playground, but tomorrow’s will be awash with silver surfers. In the future, an online holiday could be just what the doctor ordered.

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Animal Crossing, below VR brings new meaning to armchair travel; Sentosa Island in

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