The future of gaming and utility is starting to find its home in both the Virtual Reality and Augmented Reality platforms, and we’ve already seen how certain platforms have gained incredible popularity from the use of these developing technologies in a real world setting too. The most notable here has been with the release of the popular game Pokémon GO back in 2016 which saw millions of players revisit their childhood and led to a summer of crowded parks and public spaces – but the game did more than just get people exercising outdoors, it started to show the potential that could be found within the developing platforms.
There have already been other uses for augmented reality seen introduced to mobile devices as every day items such as metro cards have been theorised to be able to show things such as tube lines and train maps as an example of how the technology can be used to enhance user experience, it had also been used more recently in NASCAR as spectators could use AR to build and design their own car and drive it around any setting they’d like using the augmented features.
Virtual Reality has also been making its own moves too however – it has largely found success on the console market as the cost for the hardware is a little more reasonable that what is found in the PC, and there are still limits to the virtual reality platforms that are present on mobile, but things are starting to move much quicker here too. Some online services are already starting to offer movement in the virtual reality space to enhance the experience of their players – games found at Casinos Not on Gamstop have been rising in popularity throughout the past few months despite changes to the Gamstop initiative aimed at reducing options for participation, and a growing number of VR games are starting to be represented in this category in particular too.
The next big step here will largely be in bringing costs down, particularly for virtual reality much of what is preventing the widespread adoption is within the aforementioned costs as the more widely developed hardware comes with a much higher price tag. Performance is also a big crux here too; some titles require a little extra power to perform well and maybe a limiting factor to just how quickly movement can be found in this space. Despite the restrictions, however, many believe mobile may become the home for both VR and AR largely due to the flexibility and constantly updating platforms – where standalone systems such as consoles remain unchanged for years at a time providing a solid base for development, it also leaves little room to introduce anything new until new platforms release, and this is where mobile may be presented with an opportunity to start pushing both markets forward and start finding more unique uses for them outside of the currently widely found usage primarily in gaming.