Part 2/10:
Professor Bailenson traces his journey in studying VR back to the late 1990s. He noted a staggering increase in high-quality VR headsets from just a few hundred in 2013 to over 10 million today. This growth has sparked diverse applications beyond gaming, which is a common misconception about VR’s primary use. Instead of merely gaming, he emphasizes that VR should be recognized as a powerful experience that engages human cognition and body movement in a manner akin to real-life interactions.
VR: More Than Just Gaming