Alright, so it’s been well over a year now since we all started to hear whispers of a revolution within the digital dimension. I think it’s safe to say that we’re not quite at the point where we can celebrate some sort of VR Bastille day just yet. But let’s look at what we already know about VR learning, and where it’s going.
As Egle mentioned in her recent blog, much like gamification before it, VR/AR is in vogue at the moment. Her hesitancy to jump on the virtual bandwagon is valid, but I want to take this opportunity to make the case for why VR is here to stay (and why it’s going to take over).
So for those of you who’ve been living on one of Saturn’s moons for the last 12 years, World of Warcraft (or WoW for the indoctrinated) is what’s known as an MMORPG or Massively Multi-player Online Role Playing Game (you can see why they abbreviated it, although it is quite fun to say it phonetically, go on, try it!)
Muhmorepuhguhs…ahem, excuse me, MMORPG’s have been around for about 20-25 years or so in various incarnations but WoW was the first one to really find a global audience, at one point boasting over 12 million subscribers! Keep following as I’ll get to the CV and learning bit soon…