Gaming businesses told to learn more about emerging tech

Gaming businesses told to learn more about emerging tech

Wednesday, February 8, 2017

There’s no rush to incorporate VR into gaming technology just yet, but businesses must learn more about this emerging tech to ensure they don’t get left behind.

That was the message from Raf Keustermans, CEO of social gaming casino Plumbee, who presented his session, “Is there really no time to waste in embracing VR?”, along with Alex Tomic of ALEA.

Following the session, Keustermans told ICE Live’s blog team: “I’d recommend, at this point, that businesses keep it lean but experiment with VR. Take an agile approach, just get out a few products but don’t put vasts amounts of cash behind it.”

“The message I wanted to get over to businesses in my session is that there’s no need to freak out about VR just yet. You’ve got a couple more years until it will really hit the market but it’s good to start learning about it now.”

He recommended that businesses adopted a “hybrid” approach: “What I recommend that companies should do is buy a couple of VR headsets, learn how they work, work out whether they’re fun or not and keep doing that.”

“For developers it depends on the scale of the project – maybe just keep it as an ‘afternoon project’ – don’t put 20 people on it just yet.”

While Keustermans recommended that businesses shouldn’t invest large sums of money into VR at this point, he said they must not ignore VR as it would have a major impact on the future of the industry.

“It’s important to start learning about the technology well before it it starts to become bigger. Elements of VR are starting to become more and more mainstream. One of the more surprising things about VR, and one that businesses will have to start thinking about, is that VR is not so much how you think, it’s more about how you behave – this is a massive shift.”

He added: “VR is immersive and some people will have long sessions with the technology. For those with addictive personalities, VR could could make their lives easier or it could make them worse. If you are in a VR world and you go back to the normal world, you could become despondent, life could be a bit duller, less bright. You might feel worse when you get back to reality.”

“At this point, the commercial market needs to look more into the philosophy behind VR rather than the product development. Think about what VR might do to someone’s brain. Should we be afraid of it, should regulations be involved? It’s an industry topic that we will be discussing for the next few years.”