Tech Demo: Virtual Reality

Tech Demo: Virtual Reality

Assessment

Interactive Video

Business, Information Technology (IT), Architecture, Other

University

Hard

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The transcript discusses the potential of virtual reality (VR) to become a mass market, focusing on Sony's role in developing VR technology and content. It highlights the importance of creating attractive and immersive content, not just in gaming but also in non-game applications like live events and communication. The discussion also touches on the technological advancements needed for VR to reach a broader audience and the potential impact of 5G on VR adoption.

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5 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the largest category of VR usage according to the discussion?

A few times

Every day

Countless times

Never used

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is a major factor that could trigger VR becoming a mass market?

Cheaper VR headsets

Increased smartphone usage

Advancements in 5G technology

More gaming content

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is considered crucial for VR to become a mass market?

Lower prices

Better marketing

Attractive content

More VR headsets

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Which non-gaming area is highlighted as having great potential for VR?

Online education

Virtual shopping

Live events and music

Virtual tourism

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is a unique feature of VR concerts compared to real concerts?

Higher ticket prices

Use of avatars for audience

Limited seating

Shorter duration