The future of XR games
summary
Argues AR is farther along in adoption because phones let everyone try spatial experiences now, while headsets remain bulky and cause motion sickness until lighter, wireless units like Oculus Santa Cruz arrive; predicts cloud + 5G will offload rendering. Highlights privacy and social-design problems, shows AR’s utility (education, industrial training, contextual info) and entertainment crossover, cites indie wins as real — for example Beat Saber by three devs — and treats ARKit/ARCore and Magic Leap as important stepping stones toward an AR cloud future.
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chapters (13)
- 0:00Introduction to XR games
- 1:26Biggest opportunities in VR and AR
- 8:10Hardware challenges and solutions
- 12:26Software and user experience evolution
- 16:19Trivialization of XR technology
- 20:55Social acceptance of XR devices
- 23:46Mobile as the future of VR
- 25:34VR and AR as democratizing forces
- 27:21Social responsibility in XR development
- 29:48Opportunities for small developers
- 35:07Entertainment vs utility in XR
- 37:36Mobile AR as a stepping stone
- 40:51Closing remarks and Q&A
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39mThe XR Market
23mOpening Remarks & Keynote
29mIs XR the Next Big Thing? Immersion, Collaboration, and More!
07m"The Future of Play"
27mThe Making of an Ambient World: The Future of XR is Now
21mWhat’s Next For AR?
22mHow developers can bring augmented reality games to the masses in 2019
35mInclusion and Accessibility in XR: Exploring experiences
