A new detailed report recently released by The Independent Game Developers' Association (TIGA) has noted how to face challenges and grab the opportunity to make VR content available to the widest audiences possible.
The report, titled ‘Accessibility and VR’, is authored by veteran video game accessibility specialist Ian Hamilton. The report covers topics that will better serve those with motor and visual impairment, understanding hearing loss relative to VR, considering simulation sickness, and the reality of photosensitive epilepsy.
Dr Richard Wilson OBE, TIGA CEO, said: “The more accessible a game is, the better for the user and the greater the potential success for the creators and the wider industry. The more people that are able to play games, the more the benefits of gaming can reach every corner of society. Virtual reality, of course, presents many challenges for content creators, regardless of the individual requirements of any given user.”
In addition, a report by Persistence Market Research has predicted that the worldwide VR gaming accessories market to reach a market valuation in excess of $31 billion by the end of 2025.
The global virtual reality gaming accessories market is segmented on the basis of Components into Headset (Mobile, Tethered), VR Controller (VR Glove, Gun Controller, Haptic Controller, Handheld Controller), VR Treadmill, Gaming Suit, and VR PC Backpack. On the basis of Platform, the market is segmented into Gaming Console, PC, and Smartphone. By Sales Channel, the segmentation includes Organized Retail Chain, Unorganized Retail Chain, and Online Store. Regional classifications include North America, Latin America, Europe, Asia Pacific, and MEA.
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