Be warned that it's very expensive to get into, and requires at least some technical expertise.
But also, there are other problems. Like, if you jump into it wrong, start out wrong, well... you could make yourself incredibly sick for days.
On top of that, since it's such an investment, you need to be able to make absolutely sure that, if you buy it, you're going to ACTUALLY use it. A lot of people go to so much trouble to get one, get it set up, they're so darned excited... and then they use it for like two weeks and it collects dust afterwards.
I've been using it for a few years now... previously an Oculus Rift, now the Valve Index. I was actually thinking of maybe making a video about it just to show off what it is *actually* like and such (I'd done one awhile back, but that was terrible since I didnt understand the recording process, and I know more now, so might do it again), so... I dunno, maybe that might help. I've no idea if anyone would actually care to have a look, which is why I havent done it just yet.
Generally, it's a good idea to understand what you're REALLY getting when you decide to dive into this. And just listening to people say things like "oh it's so amazing" aint gonna help you do that.
Many people do experience nausea – some can overcome it, others cannot. It is not a sensation that everyone can get used to in VR. Although, most people I know who use it a lot have gotten over any sort of nausea. For me it’s only bad when I am playing first person shooter games and there is a lot of flying or fast action.
For the most part it is absolutely possible to overcome this (though of course there are exceptions)... the problem is actually knowing HOW. Which is something you're probably not going to hear about, from listening to most users discussing it.
I see so many people doing things like repeatedly trying to thrust themselves into some blasted roller coaster thing or whatever, and then wondering why it never improves for them. It's like trying to master the art of swimming by diving into a riptide over and over and then wondering why they keep nearly drowning. Okay that's not the best analogy but dagnabit I just woke up.
As long as the user starts out really sloooooooooooooowwwwwwwwww with VR (and most people do not), and follows the correct sort of regimen, they can get to a point of becoming immune (or nearly immune) to side effects without ever having to go through that stuff. But it takes awhile (took me a full month) and needs to be done right or it aint gonna work.
And there's more to it than just that. If something is going wrong on the technical side of things (particularly issues like framerate and similar stuff) it can produce effects without the user even quite realizing what is wrong. Again, possible to become immune to that too, but that's a much harder problem to diagnose.
There are other problems too though which do need to be considered. Injuries, for instance... that's always possible.
Beneficial as this tech may be, you really have to be careful with it.
I think the use of VR for people with different types of physical or social challenges is amazing and interesting and very promising. There are very real benefits to get from it and it could be a real life changer for some people.
Aye, this is true.
I always tell people, there's a lot of potential therapeutic use in this technology. There is also a lot of educational use!
Sure, playing games in it is fun and all, but... yeah, that definitely aint all it can do.
My brother is a history teacher, really into that subject overall, and one of the things I've liked doing is that I'd go looking for some history-related app, something that gives a sort of "experience" of some historical event (sort of like an interactive movie that you happen to be sitting inside of), for him to try out when he comes to visit. I've found some darned cool stuff for that, and was amazed at just how much of it there was.