VR Technologies in Gambling: Prospects and Problems

March 1, 2022

The first virtual reality helmet was developed back in 1961 by Philco. By the end of the 80s, improved prototypes interested entertainment companies. The obvious sphere of use was video games, but the first attempts to enter this industry were unsuccessful. The renaissance of VR technology is usually credited to the arrival of the Oculus Rift in 2013. The number of PC games began to increase, and the quality of new releases has also improved. What happened in the gambling industry and what we should expect in the future – read below.

The Emergence of VR developers

The first VR casino appeared in 2015, causing increased interest among gamblers. You could enter the virtual hall without special glasses using a PC or smartphone. The difference from a regular online casino advertised on https://www.thegamblinglife.com/ lies in an attempt to completely imitate the work of a real institution. The user enters the hall, goes to the bar, interacts with other players, or goes straight to the gaming table.

Starburst from NetEnt is considered to be the first virtual reality slot. The provider later released Jack and the Beanstalk, Gonzo’s Quest, and Scarface. In 2016, Microgaming also entered the VR games market. As a part of ICE Totally Gaming, the provider introduced virtual roulette in a space setting. The provider even received an award in the “Innovation of the Year” nomination, largely due to the quality of the graphics.

In 2018, PokerStars VR appeared in the Steam store. It was appreciated by users and collected more than 1200 positive reviews. You can choose one of the several locations in the game at once:

  • Macau 2050;
  • Space station;
  • Monte Carlo Yacht;
  • PokerStars Arena;
  • Showdown Saloon.

In PokerStars VR, you had to play not against the dealer, but other users. Each participant could choose a suitable avatar. It was allowed to interact with opponents – communicate in voice chat, throw various objects or shoot from a pistol. The fairness of the game was provided by a certificate from iTech Labs.

Main Problems of VR Casinos

According to Juniper Research, VR casino betting volume will reach $520 million this year. The emergence of new technology is promising, but analysts’ expectations are unlikely to become real due to several reasons:

  • For a full immersion, the user needs to purchase VR glasses. To enter the VR casino, you will need to download the program to a sufficiently powerful PC. Until the vast majority can afford the necessary equipment, gambling providers are unlikely to throw all their efforts into virtual reality;
  • Watching movies in IMAX or 3D cinema causes headaches, eye fatigue, nausea, or vertigo for some viewers. Similar consequences are caused by VR helmets. When first used, the player is unlikely to be able to play for more than 30 minutes.

If the player has not purchased a VR helmet yet, it is better to wait a bit. Several solutions will take the technology to a new level and then, perhaps, users will get a full immersion.

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