MRI
MRI India Journals Vol. 14 No. 1 (2025)

Virtual Reality in Gaming

Authors

  • Sneha Bankar Department of Artificial Intelligence and Data Science Dr. DY Patil College of Engineering and Innovation , Varale
  • Madhura Wankhade Department of Artificial Intelligence and Data Science Dr. DY Patil College of Engineering and Innovation , Varale
  • Tejas Yewanker Department of Artificial Intelligence and Data Science Dr. DY Patil College of Engineering and Innovation , Varale
  • Aditya Almale Department of Artificial Intelligence and Data Science Dr. DY Patil College of Engineering and Innovation , Varale
  • Harish Wani Department of Artificial Intelligence and Data Science Dr. DY Patil College of Engineering and Innovation , Varale
  • Amit Shinde Department of Artificial Intelligence and Data Science Dr. DY Patil College of Engineering and Innovation , Varale

DOI:

https://doi.org/10.65521/ijacect.v14i1.581

Keywords:

Virtual Reality Gaming Adventure Multiplayer Entertainment

Abstract

Over the past few years, the virtual reality (VR) gaming environment has proven to be a groundbreaking technology that provides a wide range of immersive experiences. Suitable for all tastes, VR games include a wide range of genres like exciting adventures, complex puzzle games, competitive sports with high stakes, and heart-pounding horror. The major appeal is in how VR can place gamers in interesting and realistic virtual worlds, based on sophisticated physics and naturalistic interaction systems. Multiplayer features enhance social gaming and cordial competition, whereas adaptive difficulty affords a personalized experience of gameplay for both beginners and veterans. Aside from fun, VR gaming is increasingly used for education, therapy, and stress relief. This interactive platform is particularly riveting to adolescents and adults and hints at a new generation of digital interactive experience. As the hardware and software behind VR continue to advance, the possibilities for richer and more varied gameplay experiences expand, extending the limits of digital entertainment.

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Published

2025-06-05

How to Cite

Bankar , S., Wankhade , M., Yewanker, T., Almale , A., Wani , H., & Shinde , A. (2025). Virtual Reality in Gaming. International Journal on Advanced Computer Engineering and Communication Technology, 14(1), 517–519. https://doi.org/10.65521/ijacect.v14i1.581

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Articles