2019
DOI: 10.1177/1354856519860237
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Palmer Luckey and the rise of contemporary virtual reality

Abstract: Despite a lack of consumer interest as recently as 2012, virtual reality (VR) technologies entered the mainstream in 2014 backed by multinational corporations, including Facebook and Google. At the heart of this transition is Palmer Luckey, founder of Oculus and purported ‘face’ of VR. This article develops a case study centred on Palmer Luckey to examine the rise of contemporary VR within the overlapping, contemporaneous contexts of video game culture and the misogynistic gamergate movement. As gamergate expa… Show more

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Cited by 25 publications
(26 citation statements)
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“…The results of the survey indicate that VR activities help users keep themselves occupied and physical active under the restrictions imposed by the lockdown. VR headsets have now become mainstream entertainment devices in many households due to their increasingly affordable price and technological accessibility [ 12 ]. Therefore, their potential as public health aids should be considered by researchers, policymakers, and healthcare workers to design and implement intervention strategies aimed at mitigating the negative consequences of prolonged lockdown periods.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…The results of the survey indicate that VR activities help users keep themselves occupied and physical active under the restrictions imposed by the lockdown. VR headsets have now become mainstream entertainment devices in many households due to their increasingly affordable price and technological accessibility [ 12 ]. Therefore, their potential as public health aids should be considered by researchers, policymakers, and healthcare workers to design and implement intervention strategies aimed at mitigating the negative consequences of prolonged lockdown periods.…”
Section: Discussionmentioning
confidence: 99%
“…Virtual Reality (VR) is defined by the Cambridge Dictionary as “a set of images and sounds, produced by a computer, that seem to represent a place or a situation that a person can take part in” [ 11 ]. Thanks to their increasing ease of use and affordable prices, VR headsets have recently gone from being a niche gadget for technology enthusiasts to a mainstream consumer product [ 12 ]. A wide range of VR applications have been developed for purposes as different as entertainment, education, business, and healthcare.…”
Section: Introductionmentioning
confidence: 99%
“…VR is used in many applications because of technological advancements in medical sciences, video gaming, cinema and entertainment, education and training, engineering, architecture, and urban planning. Palmer Luckey designed the prototype of the Oculus rift, which had the capability of rotational tracking [29]. In 2015, HTC and Valve corporation collaborated on developing the HTC VIVE VR headset and motion controller, and both were built on Valves' steam VR platform.…”
Section: Literature Reviewmentioning
confidence: 99%
“…For instance, social uses of the medium have been classified independently [30] and promoted as the future of the technology by companies like Facebook [12]. However, since games make up a major portion of the VR landscape, scholars and critics ponder how hardcore gamer culture and aesthetics affect VR [21], [23], [24] instead of experimentation with the medium's singular affordances or potential styles. Practical considerations compound these concerns: developers tactically deploy traditional industry conventions to engage a gaming audience and for merchandising reasons, utilizing existing platforms, controller norms, and code bases to accelerate content distribution [18].…”
Section: Vr Content Classificationmentioning
confidence: 99%