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MT 28 January 2018

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maltatoday SUNDAY 28 JANUARY 2018 IV Gaming e future of virtual reality WITH Virtual reality (VR) be- coming more popular than ever before, it should come as no surprise that the iGaming in- dustry is jumping on board the bandwagon and is developing virtual reality casino games. In fact, VR gambling has already started. The virtual reality world is shifting astoundingly fast, and predictions are that VR will be enormous in 2018. Compa- nies like Telemundo and NBC Universal are betting on VR to bring fans closer to the action during the largest world events such as the 2018 FIFA World Cup. As virtual reality brings the audience to the side-lines of the matches, we will assist in the adoption of VR to the mass market and prove fruitful for brands that have invested in VR. The rise in virtual reality acceptance in the worldwide market demands high-quality content that is narratively enticing and visually pleasing and it offers a huge opportunity to content developers since the market will crave exceptional VR content. Augmented reality and virtual reality will impact all aspects of life: the success of both depends on faster proces- sors and better connectivity, while the ultimate goal is to create reactive content. Why virtual reality? With thousands of casino sites in operation, there is stiff competition out there. Attract- ing players and retaining them is not as simple as offering a generous welcome package. Internet casinos need to make their offerings available across multiple platforms and also need to employ the latest tech that will appeal to existing and – more importantly – new audiences. Online casinos are always looking for ways to improve their customers' gaming enjoy- ment on their sites. Over the past two decades, casinos have evolved by implementing and growing with the latest technol- ogy to provide players with the most realistic experiences. From games featuring high- definition 3D graphics, to live casino games hosted by human dealers broadcasted in real time from HD gambling studios, to mobile casinos, the iGaming industry has worked hard to provide players with a gaming environment that is not only secure and convenient, but the next best thing to land-based gambling. However, in order to evolve, it is important to meet the demand of ever-shifting demographics. Appealing to a younger generation requires implementing technology that provides a fully interactive and far more immersive experience than what a traditional gam- ing floor dotted with cookie- cutter slot machines can offer. Virtual reality casinos could provide the next-gen experi- ence that Millennials interested in gambling want. These young gamblers are the future and with VR tech, the iGaming industry may finally implement immersive gameplay that – for these players – could be better than the real thing. What is virtual reality? Also known as immersive multimedia or computer-sim- ulated reality, virtual reality is a type of computer technology that replicates a real or imag- ined environment. It simulates a user's physical presence in that environment in a way that enables the user to interact with it. Usually via a VR head- set and/or other equipment, VR technology artificially creates a sensory experience, which may involve sight, hearing, touch and smell. While VR can be used for multiple applications, so far it has been predominantly used for entertainment purposes to enhance an imaginary reality for gaming, 3D movies, etc. It is also used as an enhanced train- ing tool for real life environ- ments by creating simulations of reality, enabling people in training to practise before en- gaging in the real life situation (ex. flight simulations for pilots and military training). It should also be noted that virtual reality and augmented reality (AR), while sometime used together, are not the same technologies. Essentially, while VR offers a complete digital recreation of a real or imag- ined setting, augmented reality delivers 3D virtual elements as an overlay to the real world. AR layers computer-generated en- hancements overtop an existing reality for the purpose of mak- ing it more meaningful through the ability to interact with it, such as pop out 3D photos or text message on mobile devices. VR headsets and the Oculus Rift Usually, a VR experience is typically achieved via wearable technology. More specifically, it often requires wearable tech such as a VR head-mounted display, headset or helmet like the Oculus Rift, Razer OSVR, HTC Vive, Sony PlayStation VR, Samsung Gear VR, etc. These special soundproof and lightproof devices are equipped with multiple LED screens and a sound system. They are designed to prevent exterior sound and light from penetrat- ing the helmet so that the users experience will not be dis- turbed by their actual physical environment. The technology of these helmets has advanced in leaps and bounds since the first VR helmet was sold by SEGA, 20 years back. Today, one of the most popular and highly antici- pated headsets is the Oculus Rift. Manufactured by Oculus VR, the headset has achieved significant popularity in video game culture.

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