This paper aims to explore whether the applications of virtual reality in sports and video entertainment are viable. Virtual reality (VR) is achieved using a headset, which “creates a completely immersive experience ostensibly tricking the brain into believing the virtual environment is real” (Potter, 2017). This technology is increasing in popularity in the context of sports and healthcare and is expected to achieve a penetration rate of 30% and 25%, respectively (Bellini et al., 2016). However, virtual reality technology is less viable in video entertainment because of a lack of standards for VR content and the absence of a uniform mode of distribution.
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Media Management and History