If 2016 was the year where VR became known to the world and a lot of devices like Oculus, VIVE, GEAR, etc. were used to transport you through your senses to let you feel that you are part of the content and the protagonist of the experience, 2017 is the year where developers have begun to think seriously about Social VR.

A VR experience is inherently antisocial, you put on a headset that blocks both vision and sound from the real world and suddenly find yourself alone within a virtual environment. Everything indicates that the next step in this industry is to include the social component.

The future of VR is often interpreted as millions of people alone clad with huge gadgets glued to their face and wandering through mystical and fanciful worlds, but many researchers believe that the VR interaction of people who know each other is the most powerful version of this experience.

Bringing real connections to virtual environments will turn the experiences more emotionally real, therefore it is crucial for the future to think of VR as a social platform rather than just another resource for video games.

If we think about what this means, social VR has a potential in many applications, such as allowing users to attend and participate in events around the world: multiplayer experiences, virtual classrooms, enjoying sporting or musical events with your friends, etc. . That is, to experience moments together, deepening those feelings of immersion, no matter where the users physically are.

One of the keys to creating these real environments in VR, will be to discover which parts of the in-person experience can be recreated, distorted and aesthetically reproduced to provide users with deeper immersion conditions.


– Alberto AlbarracĂ­n –