A video game is a term used to refer to an electronic game that requires human interaction to generate virtual feedback to the device a person is using to play the game (Galloway 1). In video games, the world video means any form of display device that has the power to produce either two or three-dimensional pictures. The systems where video games are played are called platforms. An electronic system can be a personal computer of a video game console, where video games can be played range from hand devices to larger computers. A video game can be widespread over some time, but it depreciates in fame as time goes. In the past year's video games have grown into an industry and a form of art. On the other hand, virtual reality is a modern technology that was innovated in the past years, and that has rapidly become a significant part of the technological field.  The technology involves using an artificial environment that is generated by a computer to mimic a real environment. In addition to virtual reality being highly accepted in the gaming field, it is being used today in various aspects of life, such as medicine, aviation, architecture, and military. More research is expected to be carried out about virtual reality than what is known today. Virtual reality is an excellent achievement in three-dimensional fields, although there is a lot of work to be done on the same. The discussion below is an insight into whether and how virtual reality will impact the future of video games.  The video game market got a taste of virtual reality twenty years ago. The virtual reality device came with a promise of real three-dimensional graphics that would enable players to engage their own digitally simulated universes. The product was meant sold millions of sets like any modern technology. However, this was not the case, and the invention of the virtual boy become a total disaster. It received a lot of critics from players as it did not have real visual images, head tracking, or a wide range of colors.

Even as technology on virtual reality advanced, this commercial failure costed the industry to spend years trying to convince other competitor companies not to realize any virtual reality devices. This was all happening in the early years when virtual reality was first discovered. Skipping forward to 2016, the gaming industry once again took the industry with a storm. With the new Oculus Rift virtual reality play station, the Microsoft HoloLens, and HTC Vive, it was set to see the company that was dominating the market. More than virtual reality video games become available in this period.  With the realizing popularity of virtual reality games and devices, a question of how it will affect video games cannot be avoided. Virtual reality will have a significant effect on the way games are designed, to begin with. The video game industry made a considerable achievement when they advanced from two-dimensional image graphics to three-dimensional image graphics. This is the same way game designers preparing for the shortcomings that come with the more preferred virtual reality games. It has been noted by many game designers such as Phoebe Elefante, who is a chair at the game design school, that the equipment used in virtual reality are relatively accessible. This means that the creators of these games can kill any promising app as the designers in the virtual reality industry are more experienced with significant studios (Zyda, Michael 26). Being an expert in the video game industry is not the only requirement to explore the new technology of virtual reality. Most game designers today have turned into creating on-screen stage games because they lack the knowledge of the possibility of the medium at this point. When a person imagines about virtual reality games, they see a whole new encounter that is created with the idea of being a part of the digital universe. Although virtual reality games are given names and titles that are made from scratch, this does not mean the creator of virtual reality games is not looking to use the idea of virtual reality on traditional video games.

For instance, if a video game received a very positive outcome from the gamers. It can only be better with an incredible with a virtual reality headset attached to it (Grimshaw, Mark 14). Many video games have been incorporated in the virtual reality industry and made support. One can use some of the older video games to play new virtual reality games on them. Having virtual reality does not necessarily mean changing the compatibility of the gameplay. Besides a person moving their head around while playing a virtual reality game, one should not expect much change in the game control scheme or the mechanics. Virtual reality can be a good wake up call for video game developers to create games with better visuals.  Many game industries have, in one time or another, creating a game in the gaming platform that was considered unsuitable for the particular gameplay they were creating. When the idea of playing on a gamepad instead of using a mouse and keyboard was first introduced, many people did not see it as viable, and they laughed at it. However, these were proved possible by game developers when the Halo wars received great reviews from all the popular publications. Virtual reality game designers explore the market to find out the games that will have a breakthrough and those that will not. They have realized that games that have more straightforward exploration dates and mechanics are the ones that have a better experience (Alaguero, Mario, Checa, and Bustillo). This, in other words saying that people should expect to see more simulation games. It is something that the video games industry has not quite mastered and thus making the virtual reality industry a few steps ahead. Video games can provide more to their games by exploring the marketing and learning what is working and what is not while working to improve on their game mechanics and designs.  From the customer's point of view, there are a few issues that have been raised concerning virtual reality technology.

To begin with, virtual reality does not suit all people. Some people get dizzy as soon as they put on virtual reality glasses; this is something that can be improved with the rapidly advancing technology in the industry. Second, the cost of virtual reality devices is prohibitive, which curtails their sales. With time these prices are, however, expected to go down. Another issue is that virtual reality glasses and games are changing now and then as they become highly practical in use. Challenges that come with this change are expected to be tackled in every release of a new gaming virtual device. With these and many more challenges that come with virtual reality gaming, there is a significant possibility that people will want to stick to traditional video games. They have fewer complications, and although they may not appear fancy as virtual reality games, most people enjoy them and can afford them. There is still a place for video games in the entertainment industry (Zyda 29).  Virtual technology can be described as an innovation that is still in its initial stages, and there is so much that is unknown, and that requires research. There is excellent potential in this modern technology, and though it is in the primary stage, it has become an imperative part of the educational training and in institutions across the world. Although there is only a thin line between virtual images and the real world, virtual reality has not been able to replace the real-world feeling (Juul, Jesper 5). For example, when used to train pilots using simulators, pilots are observed to make mistakes when flying an actual plane. Virtual reality can be responsible for fulfilling human needs that the real world cannot provide (McGonigal 6). They teach and inspire people in the way the reality is not. According to research done by psychiatrists, the use of a virtual reality world for a long time can push a person to avoid real-life issues instead of coming up with solutions to them.

To conclude, virtual reality can be said to be among the most important inventions of modern technology. It was initially developed only basic knowledge but is now being used in many places such as professionals that involve the use of computers and technology. Virtual reality importance can be predicted in the coming years, and more study is being carried out for further improvement in the field. Virtual reality is an elastic invention, where the better result can only be expected. Concerning video games, virtual reality is most definitely a great competitor of the video game industry. However, the only way virtual reality can be able to take over and change the design of video games is it offers something different and unique. They must come up with an experience that the gamers can only enjoy using the virtual reality lens headset during the interaction.  If the developers do not come up with games that are more fun, groundbreaking, and with new gameplay styles, they will only be availing better versions of video games that can be found in other platforms. Like any other industry, the virtual reality world also has its challenges. Although the growing advanced technology in virtual reality poses a significant threat to the future of video games, there is a lot that is yet to be discovered in this modern technology. Designers of virtual reality have to think outside the box and take the advantages they have over traditional video games to make a more noticeable and significant impact in the gaming industry.

Work cited


Alaguero, Mario, David Checa, and Andres Bustillo. "Measuring the Impact of Low-Cost Short-Term Virtual Reality on the User Experience." International
       Conference on Augmented Reality,Virtual Reality, and Computer Graphics. Springer, Cham, 2017.

Galloway, Alexander R. Gaming: Essays on algorithmic culture. Vol. 18. U of Minnesota Press, 2006.

Grimshaw, Mark, ed. Game Sound Technology and Player Interaction: Concepts and Developments: Concepts and Developments. IGI Global, 2010.

Juul, Jesper. Half-real: Video games between real rules and fictional worlds. MIT Press, 2011.

McGonigal, Jane. Reality is broken: Why games make us better and how they can change the world. Penguin, 2011.

Zyda, Michael. "From visual simulation to virtual reality to games." Computer 38.9 (2005): 25-32.