Expert Predicts Madden NFL and Reality Shows Coming to VR

Videogame designer, Carnegie Mellon University professor and former Disney Imagineer, Jesse N. Schell, soared through a list of 10 virtual reality prognostications at Unity’s recent Vision AR/VR Summit in Hollywood. One of five speakers asked to soothsay about VR’s future, the creative director behind the “Toontown Online” massive multiplayer online game (MMO) predicted that by 2018, “Madden NFL” will be released in VR, and by 2020, there will be at least 10 VR reality television shows and a $10 billion VR adult video industry. Continue reading Expert Predicts Madden NFL and Reality Shows Coming to VR

Unity Warns VR Forecasters “Wrong,” Sets Course Correction

John Riccitiello, CEO of game engine company Unity, set a course correction for virtual reality adoption in his keynote address at the Vision VR/AR Summit conference in Hollywood this week. Riccitiello warned, without equivocation, that analyst prognostications suggesting VR will become a $100 billion industry by 2020 “are wrong.” He assured the audience of 1,500 plus developers that VR is a transformative platform that will reap financial rewards in the long run and give birth to great “century companies” like Netflix and Disney. Continue reading Unity Warns VR Forecasters “Wrong,” Sets Course Correction

Pop Star Taylor Swift to Release Mobile Game Later This Year

Move over, Kim Kardashian. Taylor Swift is entering the mobile gaming space with the help of game publisher Glu Mobile, which has created popular games for Kim Kardashian and Katy Perry. Swift’s first mobile game is expected to be released in late 2016. The announcement gave investors some confidence and Glu Mobile’s stock jumped 29 percent in after-hours trading. Glu Mobile’s “Kim Kardashian: Hollywood” mobile game generated $43 million in its first three months. Continue reading Pop Star Taylor Swift to Release Mobile Game Later This Year

VR/AR Expected to Impact Much More Than Video and Gaming

Most conversation about virtual reality and augmented reality focuses on how it will impact gaming and video entertainment. But a recent report from Goldman Sachs upends that notion, with its prediction that VR and AR will instead open up “an entirely new marketplace of applications” for both the business and consumer sectors. The report states that virtual reality hardware will be an $80 billion industry within 10 years, which is actually a slow adoption when compared to that of smartphones and tablets. Continue reading VR/AR Expected to Impact Much More Than Video and Gaming

3D Touch Technology Could Heighten Interaction with Devices

Sensory technology could soon allow smartphones and other devices to interact with humans through touch. Apple’s 3D Touch on the iPhone 6s is one of the most recent developments to hit the market. It allows the iPhone 6S to detect how hard the user is pressing on the screen and send feedback to the user via vibrations. In the future, sensory technology could have a variety of applications such as adding another dimension to gaming, photos, social media and any kind of user interface. Continue reading 3D Touch Technology Could Heighten Interaction with Devices

Oculus Rift the Most Popular VR Platform Among Developers

Today’s game developers are most interested in creating virtual reality projects for the Oculus Rift headset, according to a new survey from the Game Developers Conference. Nineteen percent of the 2,000 respondents said they were currently working on a new game for the device and 20 percent said their next VR project would be for the Oculus Rift. Only 8 percent of respondents said they were working on VR projects for Samsung’s Gear VR, the second most popular VR headset. Continue reading Oculus Rift the Most Popular VR Platform Among Developers

Valve Upgrades to 100Gbps Internet Ports For Gaming Traffic

Valve’s popular Internet gaming platform Steam hosts some of today’s largest online games. “Dota 2” alone has more than 870,000 concurrent players in a single day. To keep up with the increasingly heavy traffic, Valve is working with Level 3 Communications to install a network infrastructure with 100Gbps Internet ports. Standard game downloads are generally about 10 to 40 gigabytes, but because the site averages more than 10 million concurrent players, massive bandwidth is necessary. Continue reading Valve Upgrades to 100Gbps Internet Ports For Gaming Traffic

Microsoft Developing a Classroom Edition of ‘Minecraft’ Game

The building-block game “Minecraft” may make its way into classrooms next fall. Microsoft is planning to launch a classroom version of the game, which will allow teachers to create custom challenges and track students’ progress on their building projects. This new version of “Minecraft” would be based on “MinecraftEdu,” a spinoff of the original game that was sold to Microsoft last year. Microsoft plans to charge $5 per student annually for the classroom version of the game. Continue reading Microsoft Developing a Classroom Edition of ‘Minecraft’ Game

YouTube Star PewDiePie Is Building His Own ‘Talent Squad’

Felix Kjellberg, better known by his YouTube username PewDiePie, is launching his own multi-channel network to create new content and foster new YouTube personalities. The brand is called Revelmode and it will be focused on YouTube creators related to video gaming. Kjellberg has already recruited some top YouTube creators to join the “collaborative talent squad.” Even though Kjellberg will be spearheading the Revelmode brand, he will continue his partnership with Maker Studios. Continue reading YouTube Star PewDiePie Is Building His Own ‘Talent Squad’

Electronic Arts Launches Subscription Service for PC Gamers

Origin Access hopes to become the new Netflix of video gaming. For $4.99 per month, subscribers can sample new PC games before they’re released, receive special discounts on current games, and play some games for free. All of the games are delivered via Internet downloads. The subscription service is an extension of Electronic Arts’ Origin, an online community and store for PC games. EA already offers a similar subscription service for Xbox One games and rival Nvidia has one for PC games. Continue reading Electronic Arts Launches Subscription Service for PC Gamers

Razer Blade Stealth Ultrabook Sweeps Top Awards at CES

Now that the CES dust has settled on Las Vegas — analysts, journalists and tech bloggers can’t seem to say enough about the Razer Blade Stealth Ultrabook, which is generating an impressive number of awards from “Best PC” and “Best of CES” to “People’s Choice Award.” Engadget, Mashable, TechRadar and SlashGear are just a few of the numerous publications that are praising the $999 Razer Blade Stealth. The gaming laptop runs Windows 10 and touts a 12.5-inch multi-touch display with IGZO 16:9 aspect ratio. The Razer Core, an external graphics docking station, is also on its way. Continue reading Razer Blade Stealth Ultrabook Sweeps Top Awards at CES

How Virtuix Used MEMS and Sensors for Omni-Directional VR

Put on a headset and enter a virtual world for a first person shooter game. Now connect yourself to an omni-directional treadmill and make that VR game fully physical, as you walk forward, backward, crouch and shoot in every direction. That’s what Virtuix president David Allan showed at the MEMS & Sensors conference during CES, detailing how he created a system that allows a user to jump, strafe and generally have fun… without falling over. “The system needs to hold you in place and understand your movements and gestures,” he said. Continue reading How Virtuix Used MEMS and Sensors for Omni-Directional VR

CES: Intel Reimagines Experiences with Sensified Computing

Under the theme “Experiences Reimagined,” Intel CEO Brian Krzanich kicked off CES 2016 with a keynote presentation packed with product announcements, collaborations and live demonstrations. Today’s products are designed and defined by experiences, said Krzanich, experiences enabled by technology. With a flair of showmanship, the keynote opened with fireworks, presented not with explosives but a record-setting fleet of illuminated drones, and closed with music played with motion sensors, all of which served to illustrate what Krzanich called “the sensification of computing.” Continue reading CES: Intel Reimagines Experiences with Sensified Computing

Royole-X Personal Theater Headset Touts Superthin Display

Royole is demonstrating a new foldable headset at CES in las Vegas this week that is designed to make movie-watching and gaming an immersive experience. The AMOLED display in the visor is only .01mm thick, so it is flexible enough to make this headset less clunky. The $699 Royole-X headset does not feature a field of view as wide as most VR headsets, but the 3,300 PPI display reportedly makes the image crisp enough to feel like a movie theater. It also comes with noise-canceling headphones. Continue reading Royole-X Personal Theater Headset Touts Superthin Display

CES 2016: HTC’s Chief Exec Hints at Major VR Announcement

The Oculus Rift and PlayStation VR are not the only anticipated virtual reality devices shipping this year. While VR fans may be disappointed that the HTC Vive release has been pushed to April, CEO Cher Wang hinted at December’s Vive Unbound Developers Conference in Beijing that Valve and her team recently made “a very, very big technological breakthrough” to the system that prompted them to push the original Q1 launch date in favor of a more sophisticated product. Wang did not offer details, other than to suggest that the company is poised to make a major announcement at CES. Continue reading CES 2016: HTC’s Chief Exec Hints at Major VR Announcement