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Unity CFO Kim Jabal interview: Understanding the tradeoff between market share and profits

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Unity Technologies recently reported better than expected earnings for the fourth quarter ended December 31. It reported revenues rose 39% to $220.3 million, but the company still reported a loss from operations of $80.8 million, wider than its loss of $48.6 million a year earlier.

But Unity’s new investors (the company went public at a $13 billion valuation in September) are largely OK with this. The stock fell after the report, but Unity is still trading at a healthy $34.5 billion valuation. Part of the reason that people are bullish on Unity is that it has a market share lead, as its game engine is used in more than half of all mobile games compared to rivals Cocos and Unreal. In its recent history, Unity has been emphasizing market share over profits in its recent strategy. So long as it has access to capital, that strategy has worked.

I talked this over with Kim Jabal, chief financial officer at Unity, after the earnings report. We talked about the concerns of investors — from the COVID-19 situation to the Identifier for Advertisers (IDFA), where Apple has chosen to focus on user privacy over targeted advertising. The latter will likely Unity’s advertising revenues, which are a big source of revenue. Overall, Unity has benefited from the enthusiasm for games during the pandemic as players try to distract themselves from reality during lockdown. Unity’s mission is to turn everybody into game developers, and that’s where it has been investing a lot of its resources.

Jabal said that Unity is targeting full-year revenue of $950 million to $970 million in 2021, compared to $772 million in 2020.

Here’s an edited transcript of our interview.

Above: Kim Jabal is chief financial officer of Unity Technologies.

Image Credit: Unity

GamesBeat: Did you feel like there was a point of emphasis during the analyst call, things everyone was watching for?

Kim Jabal: As we expected, it was [the Identifier for Advertisers, where Apple has chosen to focus on user privacy over targeted advertising] IDFA and COVID. There was interest in the fact that we’ve — I don’t want to say “committed,” but we’ve shared our forecast for a 30 percent growth rate going forward, which did attract some attention. Not a lot of companies make that statement as far as longer term growth rate. Investors were happy to see that.

The piece that caused some confusion is, how can you grow at 30 percent and then report guidance in the higher 20s? The answer to that is, we had a one-time tailwind from COVID in 2020, so our growth rate in 2020 was higher than we might have normally expected. In 2021, we have this one-time impact from IDFA that we’re estimating at $30 million, which is impacting the overall year-over-year growth rate. That’s why we still feel confident that our underlying growth rate is in the 30 percent range.

GamesBeat: How do you arrive at something that precise?

Jabal: It’s two things. First of all, it is an estimate. It’s an art and a science, for sure, and that’s why we said “approximately.” But the one thing I will say that is interesting, on the create side of our business, a lot of that revenue is from larger customers. It’s more of an enterprise sales motion, where we have deals getting signed. There’s recurring revenue. When we do our forecasting on the create side, we have some analytics, and then we have customer by customer pipeline. On the operate side, it’s much more like my Google days, where we have visibility into revenue on an hourly and daily basis. It’s a very different type of revenue forecasting, and there’s a lot more science in the forecast.

When it comes to thinking about how IDFA is going to impact us, we have a detailed forecasting model for our business, and it looks at things like — what percent of impressions are coming from iOS versus Android? For us it’s well under half that are coming from iOS. That helps us to size the impact. Then we look at, for example, the learnings we had in GDPR. GDPR was a very similar situation where users in Europe are prompted, “Do you want to allow targeted ads or not?” We have data from that. We’ve done testing on our own as well, small user tests on what the opt-in rate might be. That’s one of the drivers here. What percentage of users will opt in or opt out of ad tracking?

We look at country by country. We look at the historic and current opt-out rate. We look at the adoption rates of our current contextual ad products. One thing that’s not always understood — we already have a product, and we’ve had it for years, that does contextual advertising and doesn’t rely on IDFA. We have a lot of data from that product. Keep in mind, a meaningful portion of our advertising revenue is using that contextual-based product. For all these reasons, we have good visibility into how this will impact us.

The two variables that we just can’t be 100 percent certain on — one is that opt-in rate, so we’ve been conservative in our estimates there in terms of what percentage of users are going to opt out of the personalized tracking. The other is the market share gains we could achieve. We do believe that the depth and breadth of our data, which is very specific to game player behavior, is deeper and broader. We noted that there were 5 billion downloads per month of apps made with or monetized by Unity. The scale and the type of that data is very differentiated versus our competitors in the advertising space. We do feel that, in the medium to long term, we could very well gain market share. We didn’t bake that into our guidance or our estimates.

Above: Unity went public on the NYSE in September.

Image Credit: Unity

GamesBeat: That particular part, where are you getting it from? Who are the types of competitors?

Jabal: Our biggest competitors are Google and Facebook. Facebook has announced that they may drop their Audience Network completely. We don’t think they’ll do that. They have a lot of resources. They’re not just going to give up all that business. But the fact that they even announced that they may completely get out of it suggests that perhaps, and we don’t know for sure, they’re not as well-positioned as we are. We’ve been planning for this for years.

Again, we’re singularly focused — for now, at least. This business will evolve to other verticals. But for now we’re almost entirely focused on mobile and on gaming. The strength in that area I believe is a differentiator in terms of our ability to leverage the data we have in a way that’s respectful to user privacy. We’re not collecting personal information. We’re collecting what kinds of games you like to play, what is your behavior in that game, and therefore what is the best targeted ad for you.

GamesBeat: When you talk about preparing for years, do you think there was a certain writing on the wall that everyone could see? People caring more about privacy. There’s targeted advertising, there’s privacy, and there’s this tug of war between them. It feels that targeted advertising may have gone too far.

Jabal: Maybe? It’s hard to say. What will be interesting, and we saw this with GDPR, is that sometimes users opt out, and then they realize they’re still getting ads. This will not reduce the number of ads you see. And now they’re just completely irrelevant. Particularly when you think about gaming. Gaming, you want to see a game you might want to play. If you enjoy games, as an end user, if you have to look at an ad anyway, it may as well be one for a game you might want to play. It’ll be interesting to see — in GDPR we did see some users opt out and then come back in.

The other thing that could happen — advertisers are not going to reduce their spend. This is their lifeline. Most of our advertising is cost per install. It’s very measurable. They’re paying on an install basis, so the ROI is very clear to them on their spend. Back in my days at Google when we launched the cost per click model, it was a revolution versus CPM, because you could clearly and carefully track your ROI.

Advertisers still need to get customers. The question is, do they start spending more? Do publishers put more ads in there? Do they open up more ad inventory? From a user perspective, what would you rather have? Untargeted ads, and even more of them, or targeted ads?

Above: Volvo uses Unity in car design.

Image Credit: Unity

GamesBeat: There’s also the part about, would you rather get stuff for free, or would you rather pay for it?

Jabal: Correct. That part is interesting. I doubt it, though. I don’t think there will be a shift to more paid games. But that could be one thing that happens. Or more in-app purchases perhaps.

GamesBeat: As far as ways for Unity to monetize, advertising is a big part of it, but are there other things that you have hopes for when it comes to improved monetization?

Jabal: Within monetization we’re always improving our algorithms and the way we deliver value to our customers. We announced our game growth program. This is, again, a use of our data, where we can tell from an early stage, based on the adoption patterns and usage patterns within a game, which games are likely to be successful. We can partner with small game developers to help them succeed, to help fund their acquisition activities. There’s a lot of innovation within monetization.

More broadly, within operate solutions, we have hosting. We have orchestration products. We have voice services. We have analytics tools. That platform continues to grow. We’ll continue to build out the products and features and services. We have cloud content delivery. All of operate solutions is primarily gaming for now, but there are plenty of opportunities outside gaming as well. We announced this product called Forma, which you can use for real time 3D rendering in online product sales, car configurators, things like that. Those need to be hosted in the cloud. There’s a huge opportunity for our hosting and orchestration products, our multiplayer products on the gaming side, that’s just getting started. Lots of opportunity within operate to build on what we have on the create side.

The other part that’s unique to Unity is, we’ve embedded a lot of these right in the game editor. When you’re building a game, you can click into hosting and into monetization and design those from the beginning into your game. That’s pretty powerful, because it not only helps you to maximize your lifetime player value by building that into your game design, but it’s just easy. Game makers, a lot of them, don’t want to deal with the underlying technology of their monetization. They want to create cool games. It makes the whole process of developing and publishing a game easier for our customers.

GamesBeat: How do you look at the overall competitive dynamic, with Epic coming down from the high end and Unity going up from the low end? What else is there to that competitive picture?

Jabal: We’re glad to have competition. But our real competition is actually businesses that still have their own home-grown tech. They’re building and maintaining their own technology. You saw our market share of the top 1,000 games. We have 71 percent. The next chunk of market share is China. Epic has a very small percentage of mobile. In other areas, like console and PC, we have very large market share there as well.

They have a big name because of Fortnite, and they’re a great business. We respect what they do. They do compete. In verticals we do see them. They’re going after automotive and film. We see them in those areas. But I personally like our positioning in that our sole mission in life is to make creators and developers more successful.

Above: Madfinger used Unity for its Shadowgun game.

Image Credit: Unity

GamesBeat: Perhaps the question here is, your mission is to work on behalf of gamers, but in some ways — how does that mission affect your relationships with the platforms? You enable games to cross so many platforms. Sometimes that’s not in the interests of the platforms themselves. It’s an interesting relationship, where to serve gamers and serve game developers, you have to balance that against the interests of the platforms, which are not necessarily identical.

Jabal: First and foremost, our focus is mostly developers, not end users, although we’re starting to think about opportunities on the consumer side for consumer creators. But our primary focus is creators, people who create interesting content. All of the platform players I think acknowledge that developers — there aren’t many developers that are only going to develop for one platform. If you have a mobile game, you can’t say, “I’m going to only be an Android game.” Even PC and console, as you see, there’s such a proliferation and a want from consumers to be able to play games on different platforms. You can play with friends on mobile and console. That trend, I cannot imagine that’s going away. The platform players, whether it’s Google or Apple or Xbox, I think they acknowledge that this is a multiplatform world.

That’s where our position is unique in that they trust us. They trust that Unity is that agnostic player in the middle that isn’t going to align with one platform over another. That’s a trust we’ve built up over many years.

GamesBeat: And you’ve managed to keep the peace, whereas Epic has not.

Jabal: So far I think we have, yes.

GamesBeat: The other thought I had about competition is that it looks like you view non-game designers, people who don’t make games, as competition as well. You want everyone to be able to make games.

Jabal: We’re thinking a lot about consumer creators. You see what Roblox has done. We have a long tail of users that don’t pay us creating on Unity. It’s absolutely something we’re increasingly thinking about. If our mission is to make the world better for creators — well, one thing we’ve always said is that the world is a better place with more creators in it.

There’s a heck of a lot of consumers who are becoming creators. Streamers on Twitch and all these things, they’re now creating. Even just posting to Instagram, it’s a new way for people to create. And we believe all content is going to become real-time 3D, so therefore it makes sense that over the long term, that’s an interesting opportunity for us. As the tools become more available, it will be more common. Look at modding. Once that becomes easier to do, we’ll see it more and more.

GamesBeat: There’s the market share game, but there’s also profitability. How do you make profitability more of a selling point at Unity?

Jabal: We’ve said that we’re aiming to be free cash flow positive by the end of 2023. We were free cash flow positive in Q2, Q3, and Q4 of 2020, but that was largely because of the COVID tailwinds. That said, it’s a very good proof point of where we can go. For us, it’s more a choice. It’s a matter of how much we want to keep investing in growth versus driving profitability. One of our most important initiatives in the company is very carefully managing our gross margin. With our nice high gross margins, we can both invest in growth and move toward a path to profitability. Our goal is to do both.

If you look at our operating margins last year, if you take out the COVID effect, we’re still — if you look at our guidance for next year, we’re clearly still moving on that path toward profitability. We thought carefully in 2021 about how much of those COVID savings, which we are still enjoying — travel, facilities, marketing events, we still have a lot of savings in 2021, but we decided that rather than get to free cash flow positive again next year, let’s invest in the business. Let’s invest in growth. It’s still so early for all of these opportunities, whether it’s create or operate, whether it’s gaming or other verticals. There’s so much green field open opportunity. We’re doing both.

One thing I’m excited about is, John Riccitiello, our CEO, and I are very aligned on one important thing, which is that throwing resources at things doesn’t always create growth. We believe that we need to invest, but we need to invest judiciously, and we need to look at — when we’re building out a product team, when we’re building out a new initiative, what are the resources needed to build that out? When we have an existing product, how much more resources do they need? How do we drive efficiency within the organization? He and I both believe that sometimes necessity is the mother of innovation. Constraint is not always a bad thing when it comes to resources.

Above: Baobab used Unity for its VR title Crow: The Legend.

GamesBeat: How do you communicate to investors that there may be some things that are difficult to understand here? You did have a quarter with more revenues, but you also had a quarter with more losses. If you’re a typical investor, that’s not something you understand.

Jabal: In terms of the quarter and our operating margins, first of all I’d always encourage investors to look at the non-GAP numbers, just because it gives you a better sense for the long-term trends. It takes out the non-cash stock-based compensation. Sometimes I do find less sophisticated investors getting confused on that.

In terms of just the quarter and the operating margin that we delivered in the quarter, again, it goes back to COVID. We had such tremendous savings in mostly Q2 and Q3, but Q1 as well. Keep in mind, our business is a third Asia, a third Europe, and a third America. When COVID hit Asia, that hit us in our Asian offices. In terms of our operating margin, if you look at the trend throughout the year, we were getting close to breaking even on the operating margin perspective in Q2 and Q3, but in Q4 we decided to invest these dollars. Back to the opportunity ahead of us, we’re investing for the future. Investors need to understand that we’re in this for the super long term. We’re always going to pick investing for long-term growth over short-term gain.

GamesBeat: Do you see a parallel to something like the early years of Facebook, communicating it that way?

Jabal: I was at Google for eight years, so I see a parallel to Google. It’s very similar. It’s one of the reasons I came to Unity. It’s a technology-driven company. Innovation is paramount. It’s a great culture in terms of engaging employees, making it a great place to work, and encouraging employees to be innovative. That’s core to any business. I don’t care what business you’re in. Being able to innovate and change with the times — I just saw a huge parallel here to Google.

John wants us to be a company of long-term consequence. He’s not in this for, “Oh great, I did my part and I’m out of here.” He’s in it for the long term. The company is in it for the long term. I saw that parallel with Google.

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Source: https://venturebeat.com/2021/02/14/unity-cfo-kim-jabal-interview-understanding-the-tradeoff-between-market-share-and-profits/

AR/VR

Review: Wraith: The Oblivion – Aftermath

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Fast Travel Games arrived on the virtual reality (VR) scene in 2018 with its impressive sci-fi bow shooter Apex Construct, and while its been involved in other VR projects since then, what comes next is very different. Delving into the horror genre for the first time – one that VRFocus is always fond of (very scared by) – the team opens up the World of Darkness universe for players with Wraith: The Oblivion – Afterlife. Part ghost story, part murder mystery, what you have here are the thrills and frustrations of a deeply atmospheric experience.

Wraith: The Oblivion - Afterlife

If you’re not into tabletop role-playing games then you might not have heard of World of Darkness, a supernatural world full of vampires, werewolves, and where Wraith: The Oblivion – Afterlife is concerned; ghosts, spectres and whatever else doesn’t manage to pass on. This is a videogame that likes to keep the tension taught but without too many jump scares where you’ll just want to whip the headset off and say ‘no f**k that!’

The story is set in the Barclay Mansion, a huge sprawling complex owned by Hollywood mogul Howard Barclay. Barclay is dying, so naturally being the extremely wealthy man he is calls a few people together for a séance. Playing as Ed Millar, a photographer hired to cover the event who brought his girlfriend along, something major goes wrong and you all end up dead. Wraith: The Oblivion – Afterlife starts off heavy and doesn’t let up when it comes to the narrative, offering what’s essentially a crime caper where you have to find out what happened so you can hopefully escape this purgatory.

So you’re presented with this impressive-looking building – and it is, with very bleak, minimalistic architecture which is haunting in itself – yet you’re introduced to this world in baby steps. Most of the doors are locked, with a white padlock appearing when you get close so you don’t lose your way and get completely lost. Which you easily could because there’s no map to reference once you’re deep into the campaign, you have to remember the layout and be careful where you tread; this is horror after all.

Wraith: The Oblivion - Afterlife

As a wraith you’re provided with several supernatural perks, you can grab things from a distance – using a wrist flick reminiscent of Half-Life: Alyxsense nearby objects (Sharpened Senses), and best of all walk through walls. Sharpened Senses will also help should you ever really get stuck, providing an ominous heartbeat towards the next objective. All very useful considering that even as a wraith, you’re completely defenseless against the Spectres. These are malevolent spirits that only appear in certain parts of the house and are where all of the scares come from, very nasty creatures that can kill you with a couple of swipes.

This means Wraith: The Oblivion – Afterlife is about being sneaky, staying low, and being quiet (they generally react to sound). Before you even meet the first one you’ll be on edge, Fast Travel Games has done an excellent job with the atmosphere and audio. On the Oculus Quest 2, the sound is a bit rubbish out of the standard speakers so decent headphones are highly recommended. Not only will some decent cans allow you to hear all the little floorboard creaks and faint whispers, but you’ll also hear the Spectres too and where they’re located.

A fair bit of time is spent hiding behind sofas, in cupboards, basically anywhere you can block the line of sight. Otherwise, they’re fast and you’re effectively done for. Sound can be used to your advantage though, grabbing a book or wine bottle to create a distraction. Because the one thing you need to be in Wraith: The Oblivion – Afterlife is patient, rushing won’t help, creating frustration instead.

Wraith: The Oblivion - Afterlife

There are only three Spectres used throughout the campaign, each one has its particular quirks like the one with broken limbs that knocks out most of the lights so you have to use your Relic Flash to light the way. When she appears out of the darkness even the hardiest of players may need to compose themselves. But there is a really tall Spectre who wanders around adding more annoyance rather than fear to the experience. There a clever sequence where you have to use Barklay’s dictaphone to open safes, so of course that attracts said ghost…and death. Most of Wraith: The Oblivion – Afterlife has a nice flow to it, balancing horror and gameplay yet this sequence dissolved the atmosphere.

It also highlighted an important mechanic, saving. Wraith: The Oblivion – Afterlife has manual save points littered around the house – they’re not always available depending on where you are in the story – a bit of an old school feature it must be said. However, they do serve a couple of other purposes. As mentioned, Wraith: The Oblivion – Afterlife comes with a rich narrative, some of which is played out in black and white offering a visual split between the past and present whilst the rest you have to find by locating letters and newspapers littered around the mansion as well as using Millar’s camera on glowing memories. These provide further backstory and once picked up are stored in the Memory Palace, accessed via each save location. It’s these items that will provide longevity, encouraging you to step back in. Otherwise, once the campaign is done it’s done.

Spectres aside, you’re not completely alone in the Barclay Mansion, you always have your friend; The Shadow. A manifestation of your dark subconscious, The Shadow provides most of the narration and some of the most twisted elements in Wraith: The Oblivion – Afterlife. He’ll point you in the right direction and drop the odd hint between the times he’s not completely evil. The Shadow adds a lot of character to the experience, filling those gaps in between where you’re just wandering around (you’ll do a fair amount of backtracking). Like a good comic book villain he has that love him, hate him quality.

Wraith: The Oblivion - Afterlife

Wraith: The Oblivion – Afterlife may dole out the tension and unease in spades but it still wants you to be comfortable. There are plenty of settings to ensure your wander around the mansion is purely creepy rather than uncomfortable. Play seated or standing, add vignettes for locomotion and turning, even choose to have arms or just hands if you want to. There’s also a pseudo teleport mode called Projected Avatar which moves an icon on the floor that you jump to.  

For those that love slow and tense survival horror Wraith: The Oblivion – Afterlife certainly delivers. While it’s not completely plain sailing as the Oculus Quest 2 did at points look to struggle a little with objects occasionally popping up out of nowhere, the atmosphere and tension the whole experience creates make this a worthy horror title. Coming in at around eight hours of nail-biting content, Wraith: The Oblivion – Afterlife does the World of Darkness proud.

80% Awesome

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Source: https://www.vrfocus.com/2021/04/review-wraith-the-oblivion-aftermath/

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Magic Leap 2 Rollout Begins Late 2021, General Availability Early 2022

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Mixed Reality (MR) headset manufacturer Magic Leap didn’t have a particularly great 2020, even though it raised $350 million USD, as there were layoffs and CEO Rony Abovitz stepped down. Now with ex-Microsoft and Qualcomm veteran, Peggy Johnson at the helm the company is looking towards a brighter future, confirming Magic Leap 2 is on the way with the initial launch beginning later this year.

Magic Leap enterprise
Magic Leap One. Image credit: Magic Leap

Talking to Protocol this week, Johnson said the Magic Leap 2 will be focused on enterprise customers with those part of the early adopter programme gaining access to the new headset in Q4 2021. This will then be followed up by a general release in Q1 2022.

While no images or detailed specifications have been released just yet for Magic Leap 2 Johnson did have this to say: “For frontline workers, the product has to be something comfortable that they can wear all day long. So we’ve made the product half the size, about 20% lighter. But most importantly, we’ve doubled the field of view.” She went onto comment: “That’s a hard thing to do. The optics around that are complex, but we have a very talented engineering team.”

Making the product lighter and more convenient will be an important step when it comes to offering a product that can offer a better experience than Magic Leap’s competitors. The main one is Microsoft’s HoloLens 2 which recently secured a $22 billion deal with the US Department of Defense to supply soldiers with augmented reality (AR) headsets based on HoloLens technology. Even though Magic Leap lost that deal it will continue to look at the military sector. “I think our next-generation product hits all the right feature sets that are needed for soldiers to wear the device for longer periods of time. It needs to be comfortable indoors, outdoors and [in] all types of environments,” she mentions.

Magic Leap enterprise
Magic Leap One. Image credit: Magic Leap

It’s certainly a focused shift away from the gaming apps that Magic Leap One has seen appear. Studios like Resolution Games have released titles such as Glimt: The Vanishing at the Grand Starlight Hotel and Angry Birds FPS: First Person Slingshot whilst BBC Studios and Preloaded have taken a more educational route with BBC Earth – Micro Kingdoms: Senses.

Hopefully, the new Magic Leap 2 will offer a lower price point allowing more companies to get involved in AR and the possibilities it brings. For further updates from Magic Leap, keep reading VRFocus.

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Source: https://www.vrfocus.com/2021/04/magic-leap-2-rollout-begins-late-2021-general-availability-early-2022/

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Emerging Healthcare Trends in VR

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Virtual reality (VR) has seen a leap in both technology and accessibility in the past decade. A wide variety of standalone and tethered devices are available to consumers at a reasonable price, like the Oculus Quest 2 and the HTC Vive. A majority of the public interest around VR has been as an immersive gaming experience, but the practical applications of VR go far beyond videogames. In recent years, VR has become a subject of intense interest in medicine and medical education.

SimX - Healthcare

A Treatment Modality

One of the major subjects of interest for VR has been post-traumatic stress disorder and anxiety disorders. Several studies have investigated whether VR can be used to help people suffering from PTSD. These found that VR could enhance the effects of exposure therapy on PTSD symptoms. Still, it is unclear how applicable these results are to a general population as the sample groups were predominantly male military service members. Other studies examining VR as a treatment for members of the general public with anxiety disorders or depression found promising results regarding symptom relief.

Clinicians have also found novel methods to apply VR in the context of other psychiatric disorders. Patients with major psychotic symptoms like paranoia, persecutory delusions, and functional impairments found symptom relief by VR-based cognitive therapy. Some studies have found that addiction disorders like substance use and gambling demonstrated that VR could provide a safe environment to undergo exposure therapy without relapse. Body image disorders seem to respond well to VR as well, with bulimia and binge eating disorder patients experiencing symptom relief for up to a year after VR therapy.

VR has also been applied to the management of neurodevelopmental differences as well. Promising results have emerged, revealing that VR improved attention span similar to the more traditional continuous performance test training but with greater enthusiasm from participants. Some therapists use VR to help children on the autism spectrum develop social skills in a consequence-free environment with guidance from a therapist.

An Educational Tool

The field of medicine does not only benefit from VR as a treatment, but also as a powerful educational tool. VR is enabling immersive training programs that can reduce costs by avoiding costly props and other expenses. These simulations have the advantage of being versatile and highly customizable. The SimX system, for example, allows for the creation of tailor-made simulations to match the specific needs of each user. This is especially useful for training for less common conditions wherein finding simulations would require travel or pose a long wait time.

Finally, VR is bringing the promise of remote learning to new levels. With VR and online services, learners worldwide can work together to tackle each scenario in real-time. In times of social distancing and learning from home, VR provides an alternative to endless web meetings that is both engaging and effective.

Conclusion

The field of medicine is finally reaping the benefits of decades of advancements in VR technology and public interest. Although more research is needed to determine the best methods to use VR in healthcare, it is apparent that the technology will play an ever-increasing role in medicine in the coming years and shape the future of medical education.

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Source: https://www.vrfocus.com/2021/04/emerging-healthcare-trends-in-vr/

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Everything the Oculus Gaming Showcase had to Offer

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Yesterday turned out to be a big Oculus Wednesday. First, there was the Oculus Quest flash sale (hopefully you didn’t miss it), then there was the little matter of the Oculus Gaming Showcase. The event was jampacked with announcements, from anticipated updates to brand new virtual reality (VR) titles being revealed. There was a lot to take in, so here are the highlights.

Warhammer 40,000: Battle Sister

It was a 30 minute whirlwind of information, dispensing with the sort of fluff most other these events have, getting down to the good stuff. That meant lots of VR videogames, some getting updates right away whilst other are coming later this year.

Oculus Gaming Showcase Roundup

  • Lone Echo II – The long-awaited sci-fi epic is now scheduled for a Summer 2021 launch supporting Oculus Rift!
  • Resident Evil 4 – There was new footage as well as gameplay details for this Oculus Quest 2 exclusive, weapons will be body mounted and there will be smooth and teleportation options.
  • Star Wars: Tales From the Galaxy’s Edge: Part 2 – The first teasing details for the second installment, introducing you to a mysterious Ithorian called Dok-Ondar.
  • Pistol Whip: Smoke & Thunder – The next campaign for the popular rhythm action shooter, it’ll be set in the Wild West and arrives this summer.
  • I Expect You To Die 2: The Spy and the Liar – Schell Games confirmed the spy sequel will support Oculus Quest and Rift which it launches in 2021.
  • The Walking Dead: Saints & Sinners Aftershocks – A massive update for the apocalyptic experience, it’ll continue the story with new missions, collectibles, and hours of gameplay. Due for release in May.
  • After the Fall – Looking forward to Vertigo Games’ co-op shooter, see it in action with a new gameplay trailer.
  • Carve Snowboarding – The only completely new videogame to be revealed, Carve Snowboarding sees Chuhai Labs team up with 1080° Snowboarding creator Giles Goddard to get players back on the slopes.
  • Warhammer 40,000: Battle Sister – Released in 2020, Pixel Toys announced that the horde mode was getting a co-op element so you can fight the hordes of Chaos with a mate. Plus, it’s available now as a free update!
  • The Climb 2 – Another big update, Crytek releases the Freestyle Expansion Pack today, adding six new courses with new gameplay elements to really challenge the best climbers.
Star Wars: Tales from the Galaxy's Edge

And that’s your lot from the first Oculus Gaming showcase. So there’s plenty to look forward to before the end of 2021 and then there’s always Facebook Connect later in the year. For all the latest Oculus updates, keep reading VRFocus.

Coinsmart. Beste Bitcoin-Börse in Europa
Source: https://www.vrfocus.com/2021/04/everything-the-oculus-gaming-showcase-had-to-offer/

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