Chapter 1: Virtual Reality and the Hardcore Gamer
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Published:2025
Marcus Carter, Ben Egliston, 2025. "Virtual Reality and the Hardcore Gamer", Virtual Reality Gaming: Perspectives on Immersion, Embodiment and Presence, Leighton Evans
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Abstract
The resurgence of VR began in 2009 with Palmer Luckey's project to create a head-mounted 3D VR gaming device, leading to the development of Oculus. This movement was heavily influenced by hardcore gaming values, particularly those of John Carmack, a pioneer in first-person shooter games. The Oculus Kickstarter in 2012 emphasised VR for hardcore gamers, aiming for high graphical fidelity and immersive experiences. However, this focus has limited VR's potential. The chapter examines two case studies: SuperHot VR and Beat Saber. SuperHot VR challenges the emphasis on photorealism by offering immersion-through-proprioception, providing a unique VR experience without relying on high graphical fidelity. Beat Saber, though often seen as a casual game, has become the bestselling VR game by offering a pleasurable, short-play experience reminiscent of Nintendo Wii's casual games. The success of these games suggests that VR can thrive by appealing to a broader audience beyond hardcore gamers. By focusing on embodiment rather than purely visual immersion, these games highlight the potential for diverse VR experiences. This chapter argues that the fixation on hardcore gaming values, characterised by hyper-realistic graphics and intense gameplay, has restricted VR's growth. The success of games like SuperHot VR and Beat Saber demonstrates that VR can achieve broader appeal and greater success by catering to more varied gaming preferences and moving beyond the narrow confines of hardcore gamer culture.
