Sony's Layden: Planning 50 VR Games by End of 2016

Sony's Layden: Planning 50 VR Games by End of 2016

Assessment

Interactive Video

Business, Religious Studies, Other, Social Studies, Architecture

University

Hard

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The transcript discusses the launch and potential of VR technology, focusing on PlayStation's role in gaming and other industries. It highlights the challenges in VR game development, the importance of consumer adoption, and the broad market potential of VR. The conversation also touches on the design challenges unique to VR and the future growth prospects for Sony and the industry.

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5 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What are some of the potential markets for VR mentioned in the video?

Healthcare and Industrial

Automotive and Fashion

Banking and Finance

Agriculture and Real Estate

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the main entry point for Sony into the VR market?

Gaming

Virtual tourism

Healthcare applications

Industrial training

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is a significant challenge in developing VR games compared to traditional games?

Designing for a 2D environment

Creating linear storylines

Developing a new vocabulary and grammar for VR

Focusing on single-player experiences

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How does PlayStation VR aim to attract consumers?

By focusing solely on independent developers

By providing free VR games

By being compatible with existing PlayStation 4 consoles

By offering exclusive VR consoles

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the expected market size for VR according to the video?

Over ten billion dollars

More than twenty billion dollars

Around five billion dollars

Less than a billion dollars